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								// dear imgui, v1.90.4
  
						 
					
						
							
								
									
										
										
										
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								// (internal structures/api)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.
  
						 
					
						
							
								
									
										
										
										
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								/*
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								Index  of  this  file :  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Header mess
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Forward declarations
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Context pointer
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] STB libraries includes
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Macros
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Generic helpers
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] ImDrawList support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Widgets support: flags, enums, data structures
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Data types support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Popup support
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Inputs support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Clipper support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Navigation support
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Typing-select support
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Columns support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Multi-select support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Docking support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Viewport support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Settings support
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Localization support
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Metrics, Debug tools
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Generic context hooks
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] ImGuiContext (main imgui context)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] ImGuiWindowTempData, ImGuiWindow
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Tab bar, Tab item support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Table support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] ImGui internal API
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] ImFontAtlas internal API
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Test Engine specific hooks (imgui_test_engine)
  
						 
					
						
							
								
									
										
										
										
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								*/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma once 
  
						 
					
						
							
								
									
										
										
										
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								# ifndef IMGUI_DISABLE 
  
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Header mess
  
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_VERSION 
  
						 
					
						
							
								
									
										
										
										
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								# include  "imgui.h" 
  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# include  <stdio.h>      // FILE*, sscanf 
  
						 
					
						
							
								
									
										
										
										
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								# include  <stdlib.h>     // NULL, malloc, free, qsort, atoi, atof 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <math.h>       // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <limits.h>     // INT_MIN, INT_MAX 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Enable SSE intrinsics if available
  
						 
					
						
							
								
									
										
										
										
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								# if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) 
  
						 
					
						
							
								
									
										
										
										
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								# define IMGUI_ENABLE_SSE 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <immintrin.h> 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Visual Studio warnings
  
						 
					
						
							
								
									
										
										
										
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								# ifdef _MSC_VER 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma warning (push) 
  
						 
					
						
							
								
									
										
										
										
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								# pragma warning (disable: 4251)      // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma warning (disable: 26812)     // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma warning (disable: 26495)     // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# if defined(_MSC_VER) && _MSC_VER >= 1922  // MSVC 2019 16.2 or later
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma warning (disable: 5054)      // operator '|': deprecated between enumerations of different types
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Clang/GCC warnings with -Weverything
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# if defined(__clang__) 
  
						 
					
						
							
								
									
										
										
										
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								# pragma clang diagnostic push 
  
						 
					
						
							
								
									
										
										
										
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								# if __has_warning("-Wunknown-warning-option") 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma clang diagnostic ignored "-Wunknown-warning-option"          // warning: unknown warning group 'xxx'
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma clang diagnostic ignored "-Wunknown-pragmas"                 // warning: unknown warning group 'xxx'
  
						 
					
						
							
								
									
										
										
										
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								# pragma clang diagnostic ignored "-Wfloat-equal"                     // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor()
  
						 
					
						
							
								
									
										
										
										
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								# pragma clang diagnostic ignored "-Wunused-function"                 // for stb_textedit.h
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma clang diagnostic ignored "-Wmissing-prototypes"              // for stb_textedit.h
  
						 
					
						
							
								
									
										
										
										
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								# pragma clang diagnostic ignored "-Wold-style-cast" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma clang diagnostic ignored "-Wdouble-promotion" 
  
						 
					
						
							
								
									
										
										
										
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								# pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"   // warning: implicit conversion from 'xxx' to 'float' may lose precision
  
						 
					
						
							
								
									
										
										
										
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								# pragma clang diagnostic ignored "-Wmissing-noreturn"                // warning: function 'xxx' could be declared with attribute 'noreturn'
  
						 
					
						
							
								
									
										
										
										
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								# elif defined(__GNUC__) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma GCC diagnostic push 
  
						 
					
						
							
								
									
										
										
										
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								# pragma GCC diagnostic ignored "-Wpragmas"               // warning: unknown option after '#pragma GCC diagnostic' kind
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# 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
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Legacy defines
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS             // Renamed in 1.74
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef IMGUI_DISABLE_MATH_FUNCTIONS                      // Renamed in 1.74
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Enable stb_truetype by default unless FreeType is enabled.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_ENABLE_FREETYPE 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_ENABLE_STB_TRUETYPE 
  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Forward declarations
  
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								struct  ImBitVector ;                  // Store 1-bit per value
  
						 
					
						
							
								
									
										
										
										
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								struct  ImRect ;                       // An axis-aligned rectangle (2 points)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImDrawDataBuilder ;            // Helper to build a ImDrawData instance
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImDrawListSharedData ;         // Data shared between all ImDrawList instances
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiColorMod ;                // Stacked color modifier, backup of modified data so we can restore it
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiContext ;                 // Main Dear ImGui context
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiContextHook ;             // Hook for extensions like ImGuiTestEngine
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiDataVarInfo ;             // Variable information (e.g. to avoid style variables from an enum)
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiDataTypeInfo ;            // Type information associated to a ImGuiDataType enum
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiGroupData ;               // Stacked storage data for BeginGroup()/EndGroup()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiInputTextState ;          // Internal state of the currently focused/edited text input box
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiInputTextDeactivateData ; // Short term storage to backup text of a deactivating InputText() while another is stealing active id
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiLastItemData ;            // Status storage for last submitted items
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiLocEntry ;                // A localization entry.
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiMenuColumns ;             // Simple column measurement, currently used for MenuItem() only
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiNavItemData ;             // Result of a gamepad/keyboard directional navigation move query result
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiNavTreeNodeData ;         // Temporary storage for last TreeNode() being a Left arrow landing candidate.
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiMetricsConfig ;           // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiNextWindowData ;          // Storage for SetNextWindow** functions
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiNextItemData ;            // Storage for SetNextItem** functions
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiOldColumnData ;           // Storage data for a single column for legacy Columns() api
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiOldColumns ;              // Storage data for a columns set for legacy Columns() api
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiPopupData ;               // Storage for current popup stack
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiSettingsHandler ;         // Storage for one type registered in the .ini file
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiStackSizes ;              // Storage of stack sizes for debugging/asserting
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiStyleMod ;                // Stacked style modifier, backup of modified data so we can restore it
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTabBar ;                  // Storage for a tab bar
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTabItem ;                 // Storage for a tab item (within a tab bar)
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiTable ;                   // Storage for a table
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTableColumn ;             // Storage for one column of a table
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiTableInstanceData ;       // Storage for one instance of a same table
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTableTempData ;           // Temporary storage for one table (one per table in the stack), shared between tables.
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiTableSettings ;           // Storage for a table .ini settings
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTableColumnsSettings ;    // Storage for a column .ini settings
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiTypingSelectState ;       // Storage for GetTypingSelectRequest()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTypingSelectRequest ;     // Storage for GetTypingSelectRequest() (aimed to be public)
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiWindow ;                  // Storage for one window
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiWindowTempData ;          // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiWindowSettings ;          // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
  
						 
					
						
							
								
									
										
										
										
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								// Enumerations
  
						 
					
						
							
								
									
										
										
										
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								// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
  
						 
					
						
							
								
									
										
										
										
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								enum  ImGuiLocKey  :  int ;                  // -> enum ImGuiLocKey              // Enum: a localization entry for translation.
  
						 
					
						
							
								
									
										
										
										
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								typedef  int  ImGuiLayoutType ;             // -> enum ImGuiLayoutType_         // Enum: Horizontal or vertical
  
						 
					
						
							
								
									
										
										
										
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								// Flags
  
						 
					
						
							
								
									
										
										
										
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								typedef  int  ImGuiActivateFlags ;          // -> enum ImGuiActivateFlags_      // Flags: for navigation/focus function (will be for ActivateItem() later)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  int  ImGuiDebugLogFlags ;          // -> enum ImGuiDebugLogFlags_      // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
  
						 
					
						
							
								
									
										
										
										
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								typedef  int  ImGuiFocusRequestFlags ;      // -> enum ImGuiFocusRequestFlags_  // Flags: for FocusWindow();
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  int  ImGuiInputFlags ;             // -> enum ImGuiInputFlags_         // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  int  ImGuiItemFlags ;              // -> enum ImGuiItemFlags_          // Flags: for PushItemFlag(), g.LastItemData.InFlags
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  int  ImGuiItemStatusFlags ;        // -> enum ImGuiItemStatusFlags_    // Flags: for g.LastItemData.StatusFlags
  
						 
					
						
							
								
									
										
										
										
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								typedef  int  ImGuiOldColumnFlags ;         // -> enum ImGuiOldColumnFlags_     // Flags: for BeginColumns()
  
						 
					
						
							
								
									
										
										
										
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								typedef  int  ImGuiNavHighlightFlags ;      // -> enum ImGuiNavHighlightFlags_  // Flags: for RenderNavHighlight()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  int  ImGuiNavMoveFlags ;           // -> enum ImGuiNavMoveFlags_       // Flags: for navigation requests
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  int  ImGuiNextItemDataFlags ;      // -> enum ImGuiNextItemDataFlags_  // Flags: for SetNextItemXXX() functions
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  int  ImGuiNextWindowDataFlags ;    // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
  
						 
					
						
							
								
									
										
										
										
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								typedef  int  ImGuiScrollFlags ;            // -> enum ImGuiScrollFlags_        // Flags: for ScrollToItem() and navigation requests
  
						 
					
						
							
								
									
										
										
										
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								typedef  int  ImGuiSeparatorFlags ;         // -> enum ImGuiSeparatorFlags_     // Flags: for SeparatorEx()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  int  ImGuiTextFlags ;              // -> enum ImGuiTextFlags_          // Flags: for TextEx()
  
						 
					
						
							
								
									
										
										
										
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								typedef  int  ImGuiTooltipFlags ;           // -> enum ImGuiTooltipFlags_       // Flags: for BeginTooltipEx()
  
						 
					
						
							
								
									
										
										
										
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								typedef  int  ImGuiTypingSelectFlags ;      // -> enum ImGuiTypingSelectFlags_  // Flags: for GetTypingSelectRequest()
  
						 
					
						
							
								
									
										
										
										
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								typedef  void  ( * ImGuiErrorLogCallback ) ( void *  user_data ,  const  char *  fmt ,  . . . ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Context pointer
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// See implementation of this variable in imgui.cpp for comments and details.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef GImGui 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								extern  IMGUI_API  ImGuiContext *  GImGui ;   // Current implicit context pointer
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
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								//-------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] STB libraries includes
  
						 
					
						
							
								
									
										
										
										
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								//-------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								namespace  ImStb  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# undef IMSTB_TEXTEDIT_STRING 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# undef IMSTB_TEXTEDIT_CHARTYPE 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMSTB_TEXTEDIT_STRING             ImGuiInputTextState 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMSTB_TEXTEDIT_CHARTYPE           ImWchar 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE   (-1.0f) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMSTB_TEXTEDIT_UNDOSTATECOUNT     99 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMSTB_TEXTEDIT_UNDOCHARCOUNT      999 
  
						 
					
						
							
								
									
										
										
										
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								# include  "imstb_textedit.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  // namespace ImStb
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Macros
  
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Debug Printing Into TTY
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_DEBUG_PRINTF 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DEBUG_PRINTF(_FMT,...)    printf(_FMT, __VA_ARGS__) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
									
										
										
										
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								# define IMGUI_DEBUG_PRINTF(_FMT,...)    ((void)0) 
  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.
  
						 
					
						
							
								
									
										
										
										
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								# ifndef IMGUI_DISABLE_DEBUG_TOOLS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DEBUG_LOG(...)            ImGui::DebugLog(__VA_ARGS__) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DEBUG_LOG(...)            ((void)0) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DEBUG_LOG_ACTIVEID(...)   do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId)    IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DEBUG_LOG_FOCUS(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus)       IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DEBUG_LOG_POPUP(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup)       IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DEBUG_LOG_NAV(...)        do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav)         IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DEBUG_LOG_SELECTION(...)  do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)   IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DEBUG_LOG_CLIPPER(...)    do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper)     IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DEBUG_LOG_IO(...)         do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)          IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) 
  
						 
					
						
							
								
									
										
										
										
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								# define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) 
  
						 
					
						
							
								
									
										
										
										
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								// Static Asserts
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_STATIC_ASSERT(_COND)         static_assert(_COND, "") 
  
						 
					
						
							
								
									
										
										
										
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								// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//#define IMGUI_DEBUG_PARANOID
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef IMGUI_DEBUG_PARANOID 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_ASSERT_PARANOID(_EXPR)       IM_ASSERT(_EXPR) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_ASSERT_PARANOID(_EXPR) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Error handling
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IM_ASSERT_USER_ERROR 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG)    // Recoverable User Error
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Misc Macros
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_PI                           3.14159265358979323846f 
  
						 
					
						
							
								
									
										
										
										
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								# ifdef _WIN32 
  
						 
					
						
							
								
									
										
										
										
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								# define IM_NEWLINE                      "\r\n"    // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
  
						 
					
						
							
								
									
										
										
										
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								# else 
  
						 
					
						
							
								
									
										
										
										
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								# define IM_NEWLINE                      "\n" 
  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
									
										
										
										
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								# ifndef IM_TABSIZE                       // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override
  
						 
					
						
							
								
									
										
										
										
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								# define IM_TABSIZE                      (4) 
  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
									
										
										
										
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								# define IM_MEMALIGN(_OFF,_ALIGN)        (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1))            // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
  
						 
					
						
							
								
									
										
										
										
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								# define IM_F32_TO_INT8_UNBOUND(_VAL)    ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f)))    // Unsaturated, for display purpose
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_F32_TO_INT8_SAT(_VAL)        ((int)(ImSaturate(_VAL) * 255.0f + 0.5f))                // Saturated, always output 0..255
  
						 
					
						
							
								
									
										
										
										
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								# define IM_TRUNC(_VAL)                  ((float)(int)(_VAL))                                     // ImTrunc() is not inlined in MSVC debug builds
  
						 
					
						
							
								
									
										
										
										
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								# define IM_ROUND(_VAL)                  ((float)(int)((_VAL) + 0.5f))                            //
  
						 
					
						
							
								
									
										
										
										
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								# define IM_STRINGIFY_HELPER(_X)         #_X 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_STRINGIFY(_X)                IM_STRINGIFY_HELPER(_X)                                  // Preprocessor idiom to stringify e.g. an integer.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_FLOOR IM_TRUNC 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
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								// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef _MSC_VER 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_CDECL __cdecl 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_CDECL 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Warnings
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# if defined(_MSC_VER) && !defined(__clang__) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_MSVC_WARNING_SUPPRESS(XXXX)  __pragma(warning(suppress: XXXX)) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_MSVC_WARNING_SUPPRESS(XXXX) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Debug Tools
  
						 
					
						
							
								
									
										
										
										
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								// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference.
  
						 
					
						
							
								
									
										
										
										
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								# ifndef IM_DEBUG_BREAK 
  
						 
					
						
							
								
									
										
										
										
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								# if defined (_MSC_VER) 
  
						 
					
						
							
								
									
										
										
										
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								# define IM_DEBUG_BREAK()    __debugbreak() 
  
						 
					
						
							
								
									
										
										
										
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								# elif defined(__clang__) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_DEBUG_BREAK()    __builtin_debugtrap() 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) 
  
						 
					
						
							
								
									
										
										
										
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								# define IM_DEBUG_BREAK()    __asm__ volatile("int3;nop") 
  
						 
					
						
							
								
									
										
										
										
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								# elif defined(__GNUC__) && defined(__thumb__) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_DEBUG_BREAK()    __asm__ volatile(".inst 0xde01") 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) 
  
						 
					
						
							
								
									
										
										
										
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								# define IM_DEBUG_BREAK()    __asm__ volatile(".inst 0xe7f001f0") 
  
						 
					
						
							
								
									
										
										
										
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								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_DEBUG_BREAK()    IM_ASSERT(0)     // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif  // #ifndef IM_DEBUG_BREAK
  
						 
					
						
							
								
									
										
										
										
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								// Format specifiers, printing 64-bit hasn't been decently standardized...
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# if defined(_MSC_VER) && !defined(__clang__) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_PRId64   "I64d" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_PRIu64   "I64u" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_PRIX64   "I64X" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_PRId64   "lld" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_PRIu64   "llu" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_PRIX64   "llX" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Generic helpers
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Note that the ImXXX helpers functions are lower-level than ImGui functions.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ImGui functions or the ImGui context are never called/used from other ImXXX functions.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helpers: Hashing
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helpers: Sorting
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helpers: Bit manipulation
  
						 
					
						
							
								
									
										
										
										
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								// - Helpers: String
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helpers: Formatting
  
						 
					
						
							
								
									
										
										
										
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								// - Helpers: UTF-8 <> wchar conversions
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helpers: ImVec2/ImVec4 operators
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helpers: Maths
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helpers: Geometry
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helper: ImVec1
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helper: ImVec2ih
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helper: ImRect
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helper: ImBitArray
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helper: ImBitVector
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helper: ImSpan<>, ImSpanAllocator<>
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helper: ImPool<>
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Helper: ImChunkStream<>
  
						 
					
						
							
								
									
										
										
										
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								// - Helper: ImGuiTextIndex
  
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Helpers: Hashing
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  ImGuiID        ImHashData ( const  void *  data ,  size_t  data_size ,  ImGuiID  seed  =  0 ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImGuiID        ImHashStr ( const  char *  data ,  size_t  data_size  =  0 ,  ImGuiID  seed  =  0 ) ;  
						 
					
						
							
								
									
										
										
										
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								// Helpers: Sorting
  
						 
					
						
							
								
									
										
										
										
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								# ifndef ImQsort 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  void       ImQsort ( void *  base ,  size_t  count ,  size_t  size_of_element ,  int ( IMGUI_CDECL  * compare_func ) ( void  const * ,  void  const * ) )  {  if  ( count  >  1 )  qsort ( base ,  count ,  size_of_element ,  compare_func ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
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								// Helpers: Color Blending
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImU32          ImAlphaBlendColors ( ImU32  col_a ,  ImU32  col_b ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Helpers: Bit manipulation
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  bool       ImIsPowerOfTwo ( int  v )            {  return  v  ! =  0  & &  ( v  &  ( v  -  1 ) )  = =  0 ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  bool       ImIsPowerOfTwo ( ImU64  v )          {  return  v  ! =  0  & &  ( v  &  ( v  -  1 ) )  = =  0 ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  int        ImUpperPowerOfTwo ( int  v )         {  v - - ;  v  | =  v  > >  1 ;  v  | =  v  > >  2 ;  v  | =  v  > >  4 ;  v  | =  v  > >  8 ;  v  | =  v  > >  16 ;  v + + ;  return  v ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Helpers: String
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  int            ImStricmp ( const  char *  str1 ,  const  char *  str2 ) ;                       // Case insensitive compare.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  int            ImStrnicmp ( const  char *  str1 ,  const  char *  str2 ,  size_t  count ) ;        // Case insensitive compare to a certain count.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  void           ImStrncpy ( char *  dst ,  const  char *  src ,  size_t  count ) ;                 // Copy to a certain count and always zero terminate (strncpy doesn't).
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  char *          ImStrdup ( const  char *  str ) ;                                           // Duplicate a string.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  char *          ImStrdupcpy ( char *  dst ,  size_t *  p_dst_size ,  const  char *  str ) ;         // Copy in provided buffer, recreate buffer if needed.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  const  char *    ImStrchrRange ( const  char *  str_begin ,  const  char *  str_end ,  char  c ) ;   // Find first occurrence of 'c' in string range.
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  const  char *    ImStreolRange ( const  char *  str ,  const  char *  str_end ) ;                 // End end-of-line
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  const  char *    ImStristr ( const  char *  haystack ,  const  char *  haystack_end ,  const  char *  needle ,  const  char *  needle_end ) ;   // Find a substring in a string range.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  void           ImStrTrimBlanks ( char *  str ) ;                                          // Remove leading and trailing blanks from a buffer.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  const  char *    ImStrSkipBlank ( const  char *  str ) ;                                     // Find first non-blank character.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  int            ImStrlenW ( const  ImWchar *  str ) ;                                       // Computer string length (ImWchar string)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  const  ImWchar * ImStrbolW ( const  ImWchar *  buf_mid_line ,  const  ImWchar *  buf_begin ) ;    // Find beginning-of-line (ImWchar string)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IM_MSVC_RUNTIME_CHECKS_OFF  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  char       ImToUpper ( char  c )                {  return  ( c  > =  ' a '  & &  c  < =  ' z ' )  ?  c  & =  ~ 32  :  c ;  }  
						 
					
						
							
								
									
										
										
										
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								static  inline  bool       ImCharIsBlankA ( char  c )           {  return  c  = =  '   '  | |  c  = =  ' \t ' ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  bool       ImCharIsBlankW ( unsigned  int  c )   {  return  c  = =  '   '  | |  c  = =  ' \t '  | |  c  = =  0x3000 ;  }  
						 
					
						
							
								
									
										
										
										
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								IM_MSVC_RUNTIME_CHECKS_RESTORE  
						 
					
						
							
								
									
										
										
										
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								// Helpers: Formatting
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  int            ImFormatString ( char *  buf ,  size_t  buf_size ,  const  char *  fmt ,  . . . )  IM_FMTARGS ( 3 ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  int            ImFormatStringV ( char *  buf ,  size_t  buf_size ,  const  char *  fmt ,  va_list  args )  IM_FMTLIST ( 3 ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  void           ImFormatStringToTempBuffer ( const  char * *  out_buf ,  const  char * *  out_buf_end ,  const  char *  fmt ,  . . . )  IM_FMTARGS ( 3 ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  void           ImFormatStringToTempBufferV ( const  char * *  out_buf ,  const  char * *  out_buf_end ,  const  char *  fmt ,  va_list  args )  IM_FMTLIST ( 3 ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  const  char *    ImParseFormatFindStart ( const  char *  format ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  const  char *    ImParseFormatFindEnd ( const  char *  format ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  const  char *    ImParseFormatTrimDecorations ( const  char *  format ,  char *  buf ,  size_t  buf_size ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  void           ImParseFormatSanitizeForPrinting ( const  char *  fmt_in ,  char *  fmt_out ,  size_t  fmt_out_size ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  const  char *    ImParseFormatSanitizeForScanning ( const  char *  fmt_in ,  char *  fmt_out ,  size_t  fmt_out_size ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  int            ImParseFormatPrecision ( const  char *  format ,  int  default_value ) ;  
						 
					
						
							
								
									
										
										
										
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								// Helpers: UTF-8 <> wchar conversions
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  const  char *    ImTextCharToUtf8 ( char  out_buf [ 5 ] ,  unsigned  int  c ) ;                                                       // return out_buf
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  int            ImTextStrToUtf8 ( char *  out_buf ,  int  out_buf_size ,  const  ImWchar *  in_text ,  const  ImWchar *  in_text_end ) ;    // return output UTF-8 bytes count
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  int            ImTextCharFromUtf8 ( unsigned  int *  out_char ,  const  char *  in_text ,  const  char *  in_text_end ) ;                // read one character. return input UTF-8 bytes count
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  int            ImTextStrFromUtf8 ( ImWchar *  out_buf ,  int  out_buf_size ,  const  char *  in_text ,  const  char *  in_text_end ,  const  char * *  in_remaining  =  NULL ) ;    // return input UTF-8 bytes count
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  int            ImTextCountCharsFromUtf8 ( const  char *  in_text ,  const  char *  in_text_end ) ;                                  // return number of UTF-8 code-points (NOT bytes count)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  int            ImTextCountUtf8BytesFromChar ( const  char *  in_text ,  const  char *  in_text_end ) ;                              // return number of bytes to express one char in UTF-8
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  int            ImTextCountUtf8BytesFromStr ( const  ImWchar *  in_text ,  const  ImWchar *  in_text_end ) ;                         // return number of bytes to express string in UTF-8
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  const  char *    ImTextFindPreviousUtf8Codepoint ( const  char *  in_text_start ,  const  char *  in_text_curr ) ;                    // return previous UTF-8 code-point.
  
						 
					
						
							
								
									
										
										
										
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								// Helpers: File System
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef IMGUI_DISABLE_FILE_FUNCTIONS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  void *  ImFileHandle ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImFileHandle   ImFileOpen ( const  char * ,  const  char * )                     {  return  NULL ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  bool           ImFileClose ( ImFileHandle )                                {  return  false ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImU64          ImFileGetSize ( ImFileHandle )                              {  return  ( ImU64 ) - 1 ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImU64          ImFileRead ( void * ,  ImU64 ,  ImU64 ,  ImFileHandle )            {  return  0 ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImU64          ImFileWrite ( const  void * ,  ImU64 ,  ImU64 ,  ImFileHandle )     {  return  0 ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  FILE *  ImFileHandle ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImFileHandle       ImFileOpen ( const  char *  filename ,  const  char *  mode ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  bool               ImFileClose ( ImFileHandle  file ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImU64              ImFileGetSize ( ImFileHandle  file ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImU64              ImFileRead ( void *  data ,  ImU64  size ,  ImU64  count ,  ImFileHandle  file ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImU64              ImFileWrite ( const  void *  data ,  ImU64  size ,  ImU64  count ,  ImFileHandle  file ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_DISABLE_TTY_FUNCTIONS  // Can't use stdout, fflush if we are not using default file functions
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  void *              ImFileLoadToMemory ( const  char *  filename ,  const  char *  mode ,  size_t *  out_file_size  =  NULL ,  int  padding_bytes  =  0 ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								// Helpers: Maths
  
						 
					
						
							
								
									
										
										
										
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								IM_MSVC_RUNTIME_CHECKS_OFF  
						 
					
						
							
								
									
										
										
										
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								// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImFabs(X)           fabsf(X) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImSqrt(X)           sqrtf(X) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImFmod(X, Y)        fmodf((X), (Y)) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImCos(X)            cosf(X) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImSin(X)            sinf(X) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImAcos(X)           acosf(X) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImAtan2(Y, X)       atan2f((Y), (X)) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImAtof(STR)         atof(STR) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImCeil(X)           ceilf(X) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  float   ImPow ( float  x ,  float  y )     {  return  powf ( x ,  y ) ;  }           // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  double  ImPow ( double  x ,  double  y )   {  return  pow ( x ,  y ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  float   ImLog ( float  x )              {  return  logf ( x ) ;  }              // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  double  ImLog ( double  x )             {  return  log ( x ) ;  }  
						 
					
						
							
								
									
										
										
										
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								static  inline  int     ImAbs ( int  x )                {  return  x  <  0  ?  - x  :  x ;  }  
						 
					
						
							
								
									
										
										
										
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								static  inline  float   ImAbs ( float  x )              {  return  fabsf ( x ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  double  ImAbs ( double  x )             {  return  fabs ( x ) ;  }  
						 
					
						
							
								
									
										
										
										
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								static  inline  float   ImSign ( float  x )             {  return  ( x  <  0.0f )  ?  - 1.0f  :  ( x  >  0.0f )  ?  1.0f  :  0.0f ;  }  // Sign operator - returns -1, 0 or 1 based on sign of argument
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  double  ImSign ( double  x )            {  return  ( x  <  0.0 )  ?  - 1.0  :  ( x  >  0.0 )  ?  1.0  :  0.0 ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef IMGUI_ENABLE_SSE 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  float   ImRsqrt ( float  x )            {  return  _mm_cvtss_f32 ( _mm_rsqrt_ss ( _mm_set_ss ( x ) ) ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# else 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  float   ImRsqrt ( float  x )            {  return  1.0f  /  sqrtf ( x ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  double  ImRsqrt ( double  x )           {  return  1.0  /  sqrt ( x ) ;  }  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
									
										
										
										
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								// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// (Exceptionally using templates here but we could also redefine them for those types)
  
						 
					
						
							
								
									
										
										
										
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								template < typename  T >  static  inline  T  ImMin ( T  lhs ,  T  rhs )                         {  return  lhs  <  rhs  ?  lhs  :  rhs ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template < typename  T >  static  inline  T  ImMax ( T  lhs ,  T  rhs )                         {  return  lhs  > =  rhs  ?  lhs  :  rhs ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template < typename  T >  static  inline  T  ImClamp ( T  v ,  T  mn ,  T  mx )                    {  return  ( v  <  mn )  ?  mn  :  ( v  >  mx )  ?  mx  :  v ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template < typename  T >  static  inline  T  ImLerp ( T  a ,  T  b ,  float  t )                   {  return  ( T ) ( a  +  ( b  -  a )  *  t ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template < typename  T >  static  inline  void  ImSwap ( T &  a ,  T &  b )                       {  T  tmp  =  a ;  a  =  b ;  b  =  tmp ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template < typename  T >  static  inline  T  ImAddClampOverflow ( T  a ,  T  b ,  T  mn ,  T  mx )    {  if  ( b  <  0  & &  ( a  <  mn  -  b ) )  return  mn ;  if  ( b  >  0  & &  ( a  >  mx  -  b ) )  return  mx ;  return  a  +  b ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template < typename  T >  static  inline  T  ImSubClampOverflow ( T  a ,  T  b ,  T  mn ,  T  mx )    {  if  ( b  >  0  & &  ( a  <  mn  +  b ) )  return  mn ;  if  ( b  <  0  & &  ( a  >  mx  +  b ) )  return  mx ;  return  a  -  b ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Misc maths helpers
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImVec2  ImMin ( const  ImVec2 &  lhs ,  const  ImVec2 &  rhs )                 {  return  ImVec2 ( lhs . x  <  rhs . x  ?  lhs . x  :  rhs . x ,  lhs . y  <  rhs . y  ?  lhs . y  :  rhs . y ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImVec2  ImMax ( const  ImVec2 &  lhs ,  const  ImVec2 &  rhs )                 {  return  ImVec2 ( lhs . x  > =  rhs . x  ?  lhs . x  :  rhs . x ,  lhs . y  > =  rhs . y  ?  lhs . y  :  rhs . y ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImVec2  ImClamp ( const  ImVec2 &  v ,  const  ImVec2 &  mn ,  ImVec2  mx )       {  return  ImVec2 ( ( v . x  <  mn . x )  ?  mn . x  :  ( v . x  >  mx . x )  ?  mx . x  :  v . x ,  ( v . y  <  mn . y )  ?  mn . y  :  ( v . y  >  mx . y )  ?  mx . y  :  v . y ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImVec2  ImLerp ( const  ImVec2 &  a ,  const  ImVec2 &  b ,  float  t )           {  return  ImVec2 ( a . x  +  ( b . x  -  a . x )  *  t ,  a . y  +  ( b . y  -  a . y )  *  t ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImVec2  ImLerp ( const  ImVec2 &  a ,  const  ImVec2 &  b ,  const  ImVec2 &  t )   {  return  ImVec2 ( a . x  +  ( b . x  -  a . x )  *  t . x ,  a . y  +  ( b . y  -  a . y )  *  t . y ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImVec4  ImLerp ( const  ImVec4 &  a ,  const  ImVec4 &  b ,  float  t )           {  return  ImVec4 ( a . x  +  ( b . x  -  a . x )  *  t ,  a . y  +  ( b . y  -  a . y )  *  t ,  a . z  +  ( b . z  -  a . z )  *  t ,  a . w  +  ( b . w  -  a . w )  *  t ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  float   ImSaturate ( float  f )                                         {  return  ( f  <  0.0f )  ?  0.0f  :  ( f  >  1.0f )  ?  1.0f  :  f ;  }  
						 
					
						
							
								
									
										
										
										
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								static  inline  float   ImLengthSqr ( const  ImVec2 &  lhs )                              {  return  ( lhs . x  *  lhs . x )  +  ( lhs . y  *  lhs . y ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  float   ImLengthSqr ( const  ImVec4 &  lhs )                              {  return  ( lhs . x  *  lhs . x )  +  ( lhs . y  *  lhs . y )  +  ( lhs . z  *  lhs . z )  +  ( lhs . w  *  lhs . w ) ;  }  
						 
					
						
							
								
									
										
										
										
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								static  inline  float   ImInvLength ( const  ImVec2 &  lhs ,  float  fail_value )            {  float  d  =  ( lhs . x  *  lhs . x )  +  ( lhs . y  *  lhs . y ) ;  if  ( d  >  0.0f )  return  ImRsqrt ( d ) ;  return  fail_value ;  }  
						 
					
						
							
								
									
										
										
										
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								static  inline  float   ImTrunc ( float  f )                                            {  return  ( float ) ( int ) ( f ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImVec2  ImTrunc ( const  ImVec2 &  v )                                    {  return  ImVec2 ( ( float ) ( int ) ( v . x ) ,  ( float ) ( int ) ( v . y ) ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  float   ImFloor ( float  f )                                            {  return  ( float ) ( ( f  > =  0  | |  ( float ) ( int ) f  = =  f )  ?  ( int ) f  :  ( int ) f  -  1 ) ;  }  // Decent replacement for floorf()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImVec2  ImFloor ( const  ImVec2 &  v )                                    {  return  ImVec2 ( ImFloor ( v . x ) ,  ImFloor ( v . y ) ) ;  }  
						 
					
						
							
								
									
										
										
										
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								static  inline  int     ImModPositive ( int  a ,  int  b )                                 {  return  ( a  +  b )  %  b ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  float   ImDot ( const  ImVec2 &  a ,  const  ImVec2 &  b )                     {  return  a . x  *  b . x  +  a . y  *  b . y ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImVec2  ImRotate ( const  ImVec2 &  v ,  float  cos_a ,  float  sin_a )         {  return  ImVec2 ( v . x  *  cos_a  -  v . y  *  sin_a ,  v . x  *  sin_a  +  v . y  *  cos_a ) ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  float   ImLinearSweep ( float  current ,  float  target ,  float  speed )     {  if  ( current  <  target )  return  ImMin ( current  +  speed ,  target ) ;  if  ( current  >  target )  return  ImMax ( current  -  speed ,  target ) ;  return  current ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								static  inline  ImVec2  ImMul ( const  ImVec2 &  lhs ,  const  ImVec2 &  rhs )                 {  return  ImVec2 ( lhs . x  *  rhs . x ,  lhs . y  *  rhs . y ) ;  }  
						 
					
						
							
								
									
										
										
										
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								static  inline  bool    ImIsFloatAboveGuaranteedIntegerPrecision ( float  f )           {  return  f  < =  - 16777216  | |  f  > =  16777216 ;  }  
						 
					
						
							
								
									
										
										
										
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								static  inline  float   ImExponentialMovingAverage ( float  avg ,  float  sample ,  int  n )  {  avg  - =  avg  /  n ;  avg  + =  sample  /  n ;  return  avg ;  }  
						 
					
						
							
								
									
										
										
										
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								IM_MSVC_RUNTIME_CHECKS_RESTORE  
						 
					
						
							
								
									
										
										
										
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								// Helpers: Geometry
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImVec2      ImBezierCubicCalc ( const  ImVec2 &  p1 ,  const  ImVec2 &  p2 ,  const  ImVec2 &  p3 ,  const  ImVec2 &  p4 ,  float  t ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImVec2      ImBezierCubicClosestPoint ( const  ImVec2 &  p1 ,  const  ImVec2 &  p2 ,  const  ImVec2 &  p3 ,  const  ImVec2 &  p4 ,  const  ImVec2 &  p ,  int  num_segments ) ;        // For curves with explicit number of segments
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImVec2      ImBezierCubicClosestPointCasteljau ( const  ImVec2 &  p1 ,  const  ImVec2 &  p2 ,  const  ImVec2 &  p3 ,  const  ImVec2 &  p4 ,  const  ImVec2 &  p ,  float  tess_tol ) ; // For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImVec2      ImBezierQuadraticCalc ( const  ImVec2 &  p1 ,  const  ImVec2 &  p2 ,  const  ImVec2 &  p3 ,  float  t ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImVec2      ImLineClosestPoint ( const  ImVec2 &  a ,  const  ImVec2 &  b ,  const  ImVec2 &  p ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  bool        ImTriangleContainsPoint ( const  ImVec2 &  a ,  const  ImVec2 &  b ,  const  ImVec2 &  c ,  const  ImVec2 &  p ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  ImVec2      ImTriangleClosestPoint ( const  ImVec2 &  a ,  const  ImVec2 &  b ,  const  ImVec2 &  c ,  const  ImVec2 &  p ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  void        ImTriangleBarycentricCoords ( const  ImVec2 &  a ,  const  ImVec2 &  b ,  const  ImVec2 &  c ,  const  ImVec2 &  p ,  float &  out_u ,  float &  out_v ,  float &  out_w ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								inline  float          ImTriangleArea ( const  ImVec2 &  a ,  const  ImVec2 &  b ,  const  ImVec2 &  c )  {  return  ImFabs ( ( a . x  *  ( b . y  -  c . y ) )  +  ( b . x  *  ( c . y  -  a . y ) )  +  ( c . x  *  ( a . y  -  b . y ) ) )  *  0.5f ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Helper: ImVec1 (1D vector)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
  
						 
					
						
							
								
									
										
										
										
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								IM_MSVC_RUNTIME_CHECKS_OFF  
						 
					
						
							
								
									
										
										
										
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								struct  ImVec1  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float    x ; 
							 
						 
					
						
							
								
									
										
										
										
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								    constexpr  ImVec1 ( )          :  x ( 0.0f )  {  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    constexpr  ImVec1 ( float  _x )  :  x ( _x )  {  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImVec2ih  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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								    short    x ,  y ; 
							 
						 
					
						
							
								
									
										
										
										
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								    constexpr  ImVec2ih ( )                            :  x ( 0 ) ,  y ( 0 )  { } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    constexpr  ImVec2ih ( short  _x ,  short  _y )          :  x ( _x ) ,  y ( _y )  { } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    constexpr  explicit  ImVec2ih ( const  ImVec2 &  rhs )  :  x ( ( short ) rhs . x ) ,  y ( ( short ) rhs . y )  { } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Helper: ImRect (2D axis aligned bounding-box)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// NB: we can't rely on ImVec2 math operators being available here!
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImRect  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2       Min ;     // Upper-left
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2       Max ;     // Lower-right
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    constexpr  ImRect ( )                                         :  Min ( 0.0f ,  0.0f ) ,  Max ( 0.0f ,  0.0f )   { } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    constexpr  ImRect ( const  ImVec2 &  min ,  const  ImVec2 &  max )     :  Min ( min ) ,  Max ( max )                 { } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    constexpr  ImRect ( const  ImVec4 &  v )                          :  Min ( v . x ,  v . y ) ,  Max ( v . z ,  v . w )       { } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    constexpr  ImRect ( float  x1 ,  float  y1 ,  float  x2 ,  float  y2 )   :  Min ( x1 ,  y1 ) ,  Max ( x2 ,  y2 )           { } 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2       GetCenter ( )  const                    {  return  ImVec2 ( ( Min . x  +  Max . x )  *  0.5f ,  ( Min . y  +  Max . y )  *  0.5f ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2       GetSize ( )  const                      {  return  ImVec2 ( Max . x  -  Min . x ,  Max . y  -  Min . y ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float        GetWidth ( )  const                     {  return  Max . x  -  Min . x ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float        GetHeight ( )  const                    {  return  Max . y  -  Min . y ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    float        GetArea ( )  const                      {  return  ( Max . x  -  Min . x )  *  ( Max . y  -  Min . y ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2       GetTL ( )  const                        {  return  Min ;  }                    // Top-left
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2       GetTR ( )  const                        {  return  ImVec2 ( Max . x ,  Min . y ) ;  }   // Top-right
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2       GetBL ( )  const                        {  return  ImVec2 ( Min . x ,  Max . y ) ;  }   // Bottom-left
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2       GetBR ( )  const                        {  return  Max ;  }                    // Bottom-right
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         Contains ( const  ImVec2 &  p )  const      {  return  p . x      > =  Min . x  & &  p . y      > =  Min . y  & &  p . x      <   Max . x  & &  p . y      <   Max . y ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         Contains ( const  ImRect &  r )  const      {  return  r . Min . x  > =  Min . x  & &  r . Min . y  > =  Min . y  & &  r . Max . x  < =  Max . x  & &  r . Max . y  < =  Max . y ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    bool         ContainsWithPad ( const  ImVec2 &  p ,  const  ImVec2 &  pad )  const  {  return  p . x  > =  Min . x  -  pad . x  & &  p . y  > =  Min . y  -  pad . y  & &  p . x  <  Max . x  +  pad . x  & &  p . y  <  Max . y  +  pad . y ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    bool         Overlaps ( const  ImRect &  r )  const      {  return  r . Min . y  <   Max . y  & &  r . Max . y  >   Min . y  & &  r . Min . x  <   Max . x  & &  r . Max . x  >   Min . x ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         Add ( const  ImVec2 &  p )                 {  if  ( Min . x  >  p . x )      Min . x  =  p . x ;      if  ( Min . y  >  p . y )      Min . y  =  p . y ;      if  ( Max . x  <  p . x )      Max . x  =  p . x ;      if  ( Max . y  <  p . y )      Max . y  =  p . y ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         Add ( const  ImRect &  r )                 {  if  ( Min . x  >  r . Min . x )  Min . x  =  r . Min . x ;  if  ( Min . y  >  r . Min . y )  Min . y  =  r . Min . y ;  if  ( Max . x  <  r . Max . x )  Max . x  =  r . Max . x ;  if  ( Max . y  <  r . Max . y )  Max . y  =  r . Max . y ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         Expand ( const  float  amount )           {  Min . x  - =  amount ;    Min . y  - =  amount ;    Max . x  + =  amount ;    Max . y  + =  amount ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         Expand ( const  ImVec2 &  amount )         {  Min . x  - =  amount . x ;  Min . y  - =  amount . y ;  Max . x  + =  amount . x ;  Max . y  + =  amount . y ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         Translate ( const  ImVec2 &  d )           {  Min . x  + =  d . x ;  Min . y  + =  d . y ;  Max . x  + =  d . x ;  Max . y  + =  d . y ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         TranslateX ( float  dx )                 {  Min . x  + =  dx ;  Max . x  + =  dx ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         TranslateY ( float  dy )                 {  Min . y  + =  dy ;  Max . y  + =  dy ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ClipWith ( const  ImRect &  r )            {  Min  =  ImMax ( Min ,  r . Min ) ;  Max  =  ImMin ( Max ,  r . Max ) ;  }                    // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ClipWithFull ( const  ImRect &  r )        {  Min  =  ImClamp ( Min ,  r . Min ,  r . Max ) ;  Max  =  ImClamp ( Max ,  r . Min ,  r . Max ) ;  }  // Full version, ensure both points are fully clipped.
 
							 
						 
					
						
							
								
									
										
										
										
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								    void         Floor ( )                              {  Min . x  =  IM_TRUNC ( Min . x ) ;  Min . y  =  IM_TRUNC ( Min . y ) ;  Max . x  =  IM_TRUNC ( Max . x ) ;  Max . y  =  IM_TRUNC ( Max . y ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    bool         IsInverted ( )  const                   {  return  Min . x  >  Max . x  | |  Min . y  >  Max . y ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec4       ToVec4 ( )  const                       {  return  ImVec4 ( Min . x ,  Min . y ,  Max . x ,  Max . y ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Helper: ImBitArray
  
						 
					
						
							
								
									
										
										
										
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								# define         IM_BITARRAY_TESTBIT(_ARRAY, _N)                 ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0)  // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly!
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define         IM_BITARRAY_CLEARBIT(_ARRAY, _N)                ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31))))     // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly!
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								inline  size_t    ImBitArrayGetStorageSizeInBytes ( int  bitcount )    {  return  ( size_t ) ( ( bitcount  +  31 )  > >  5 )  < <  2 ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								inline  void      ImBitArrayClearAllBits ( ImU32 *  arr ,  int  bitcount ) {  memset ( arr ,  0 ,  ImBitArrayGetStorageSizeInBytes ( bitcount ) ) ;  }  
						 
					
						
							
								
									
										
										
										
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								inline  bool      ImBitArrayTestBit ( const  ImU32 *  arr ,  int  n )       {  ImU32  mask  =  ( ImU32 ) 1  < <  ( n  &  31 ) ;  return  ( arr [ n  > >  5 ]  &  mask )  ! =  0 ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								inline  void      ImBitArrayClearBit ( ImU32 *  arr ,  int  n )            {  ImU32  mask  =  ( ImU32 ) 1  < <  ( n  &  31 ) ;  arr [ n  > >  5 ]  & =  ~ mask ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								inline  void      ImBitArraySetBit ( ImU32 *  arr ,  int  n )              {  ImU32  mask  =  ( ImU32 ) 1  < <  ( n  &  31 ) ;  arr [ n  > >  5 ]  | =  mask ;  }  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								inline  void      ImBitArraySetBitRange ( ImU32 *  arr ,  int  n ,  int  n2 )  // Works on range [n..n2)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    n2 - - ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    while  ( n  < =  n2 ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        int  a_mod  =  ( n  &  31 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        int  b_mod  =  ( n2  >  ( n  |  31 )  ?  31  :  ( n2  &  31 ) )  +  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ImU32  mask  =  ( ImU32 ) ( ( ( ImU64 ) 1  < <  b_mod )  -  1 )  &  ~ ( ImU32 ) ( ( ( ImU64 ) 1  < <  a_mod )  -  1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        arr [ n  > >  5 ]  | =  mask ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        n  =  ( n  +  32 )  &  ~ 31 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								typedef  ImU32 *  ImBitArrayPtr ;  // Name for use in structs
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Helper: ImBitArray class (wrapper over ImBitArray functions)
  
						 
					
						
							
								
									
										
										
										
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								// Store 1-bit per value.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template < int  BITCOUNT ,  int  OFFSET  =  0 >  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImBitArray  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32            Storage [ ( BITCOUNT  +  31 )  > >  5 ] ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImBitArray ( )                                 {  ClearAllBits ( ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    void             ClearAllBits ( )               {  memset ( Storage ,  0 ,  sizeof ( Storage ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void             SetAllBits ( )                 {  memset ( Storage ,  255 ,  sizeof ( Storage ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    bool             TestBit ( int  n )  const         {  n  + =  OFFSET ;  IM_ASSERT ( n  > =  0  & &  n  <  BITCOUNT ) ;  return  IM_BITARRAY_TESTBIT ( Storage ,  n ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    void             SetBit ( int  n )                {  n  + =  OFFSET ;  IM_ASSERT ( n  > =  0  & &  n  <  BITCOUNT ) ;  ImBitArraySetBit ( Storage ,  n ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void             ClearBit ( int  n )              {  n  + =  OFFSET ;  IM_ASSERT ( n  > =  0  & &  n  <  BITCOUNT ) ;  ImBitArrayClearBit ( Storage ,  n ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void             SetBitRange ( int  n ,  int  n2 )   {  n  + =  OFFSET ;  n2  + =  OFFSET ;  IM_ASSERT ( n  > =  0  & &  n  <  BITCOUNT  & &  n2  >  n  & &  n2  < =  BITCOUNT ) ;  ImBitArraySetBitRange ( Storage ,  n ,  n2 ) ;  }  // Works on range [n..n2)
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool             operator [ ] ( int  n )  const      {  n  + =  OFFSET ;  IM_ASSERT ( n  > =  0  & &  n  <  BITCOUNT ) ;  return  IM_BITARRAY_TESTBIT ( Storage ,  n ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Helper: ImBitVector
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Store 1-bit per value.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImBitVector  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImU32 >  Storage ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void             Create ( int  sz )               {  Storage . resize ( ( sz  +  31 )  > >  5 ) ;  memset ( Storage . Data ,  0 ,  ( size_t ) Storage . Size  *  sizeof ( Storage . Data [ 0 ] ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void             Clear ( )                      {  Storage . clear ( ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    bool             TestBit ( int  n )  const         {  IM_ASSERT ( n  <  ( Storage . Size  < <  5 ) ) ;  return  IM_BITARRAY_TESTBIT ( Storage . Data ,  n ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    void             SetBit ( int  n )                {  IM_ASSERT ( n  <  ( Storage . Size  < <  5 ) ) ;  ImBitArraySetBit ( Storage . Data ,  n ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void             ClearBit ( int  n )              {  IM_ASSERT ( n  <  ( Storage . Size  < <  5 ) ) ;  ImBitArrayClearBit ( Storage . Data ,  n ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
									
										
										
										
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								IM_MSVC_RUNTIME_CHECKS_RESTORE  
						 
					
						
							
								
									
										
										
										
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								// Helper: ImSpan<>
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Pointing to a span of data we don't own.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template < typename  T >  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImSpan  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    T *                   Data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    T *                   DataEnd ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Constructors, destructor
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImSpan ( )                                  {  Data  =  DataEnd  =  NULL ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImSpan ( T *  data ,  int  size )                 {  Data  =  data ;  DataEnd  =  data  +  size ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImSpan ( T *  data ,  T *  data_end )              {  Data  =  data ;  DataEnd  =  data_end ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  void          set ( T *  data ,  int  size )       {  Data  =  data ;  DataEnd  =  data  +  size ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  void          set ( T *  data ,  T *  data_end )    {  Data  =  data ;  DataEnd  =  data_end ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  int           size ( )  const                 {  return  ( int ) ( ptrdiff_t ) ( DataEnd  -  Data ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  int           size_in_bytes ( )  const        {  return  ( int ) ( ptrdiff_t ) ( DataEnd  -  Data )  *  ( int ) sizeof ( T ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  T &            operator [ ] ( int  i )            {  T *  p  =  Data  +  i ;  IM_ASSERT ( p  > =  Data  & &  p  <  DataEnd ) ;  return  * p ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  const  T &      operator [ ] ( int  i )  const      {  const  T *  p  =  Data  +  i ;  IM_ASSERT ( p  > =  Data  & &  p  <  DataEnd ) ;  return  * p ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  T *            begin ( )                      {  return  Data ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  const  T *      begin ( )  const                {  return  Data ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  T *            end ( )                        {  return  DataEnd ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  const  T *      end ( )  const                  {  return  DataEnd ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Utilities
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  int   index_from_ptr ( const  T *  it )  const    {  IM_ASSERT ( it  > =  Data  & &  it  <  DataEnd ) ;  const  ptrdiff_t  off  =  it  -  Data ;  return  ( int ) off ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Helper: ImSpanAllocator<>
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Facilitate storing multiple chunks into a single large block (the "arena")
  
						 
					
						
							
								
									
										
										
										
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								// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.
  
						 
					
						
							
								
									
										
										
										
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								template < int  CHUNKS >  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImSpanAllocator  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    char *    BasePtr ; 
							 
						 
					
						
							
								
									
										
										
										
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								    int      CurrOff ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int      CurrIdx ; 
							 
						 
					
						
							
								
									
										
										
										
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								    int      Offsets [ CHUNKS ] ; 
							 
						 
					
						
							
								
									
										
										
										
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								    int      Sizes [ CHUNKS ] ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImSpanAllocator ( )                                {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  void   Reserve ( int  n ,  size_t  sz ,  int  a = 4 )  {  IM_ASSERT ( n  = =  CurrIdx  & &  n  <  CHUNKS ) ;  CurrOff  =  IM_MEMALIGN ( CurrOff ,  a ) ;  Offsets [ n ]  =  CurrOff ;  Sizes [ n ]  =  ( int ) sz ;  CurrIdx + + ;  CurrOff  + =  ( int ) sz ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  int    GetArenaSizeInBytes ( )               {  return  CurrOff ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  void   SetArenaBasePtr ( void *  base_ptr )     {  BasePtr  =  ( char * ) base_ptr ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  void *  GetSpanPtrBegin ( int  n )              {  IM_ASSERT ( n  > =  0  & &  n  <  CHUNKS  & &  CurrIdx  = =  CHUNKS ) ;  return  ( void * ) ( BasePtr  +  Offsets [ n ] ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  void *  GetSpanPtrEnd ( int  n )                {  IM_ASSERT ( n  > =  0  & &  n  <  CHUNKS  & &  CurrIdx  = =  CHUNKS ) ;  return  ( void * ) ( BasePtr  +  Offsets [ n ]  +  Sizes [ n ] ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    template < typename  T > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  void   GetSpan ( int  n ,  ImSpan < T > *  span )     {  span - > set ( ( T * ) GetSpanPtrBegin ( n ) ,  ( T * ) GetSpanPtrEnd ( n ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Helper: ImPool<>
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
  
						 
					
						
							
								
									
										
										
										
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								// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  int  ImPoolIdx ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template < typename  T >  
						 
					
						
							
								
									
										
										
										
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								struct  ImPool  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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								    ImVector < T >      Buf ;         // Contiguous data
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiStorage     Map ;         // ID->Index
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImPoolIdx        FreeIdx ;     // Next free idx to use
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImPoolIdx        AliveCount ;  // Number of active/alive items (for display purpose)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImPool ( )     {  FreeIdx  =  AliveCount  =  0 ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    ~ ImPool ( )    {  Clear ( ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    T *           GetByKey ( ImGuiID  key )                {  int  idx  =  Map . GetInt ( key ,  - 1 ) ;  return  ( idx  ! =  - 1 )  ?  & Buf [ idx ]  :  NULL ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    T *           GetByIndex ( ImPoolIdx  n )              {  return  & Buf [ n ] ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImPoolIdx    GetIndex ( const  T *  p )  const           {  IM_ASSERT ( p  > =  Buf . Data  & &  p  <  Buf . Data  +  Buf . Size ) ;  return  ( ImPoolIdx ) ( p  -  Buf . Data ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    T *           GetOrAddByKey ( ImGuiID  key )           {  int *  p_idx  =  Map . GetIntRef ( key ,  - 1 ) ;  if  ( * p_idx  ! =  - 1 )  return  & Buf [ * p_idx ] ;  * p_idx  =  FreeIdx ;  return  Add ( ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         Contains ( const  T *  p )  const           {  return  ( p  > =  Buf . Data  & &  p  <  Buf . Data  +  Buf . Size ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    void         Clear ( )                              {  for  ( int  n  =  0 ;  n  <  Map . Data . Size ;  n + + )  {  int  idx  =  Map . Data [ n ] . val_i ;  if  ( idx  ! =  - 1 )  Buf [ idx ] . ~ T ( ) ;  }  Map . Clear ( ) ;  Buf . clear ( ) ;  FreeIdx  =  AliveCount  =  0 ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    T *           Add ( )                                {  int  idx  =  FreeIdx ;  if  ( idx  = =  Buf . Size )  {  Buf . resize ( Buf . Size  +  1 ) ;  FreeIdx + + ;  }  else  {  FreeIdx  =  * ( int * ) & Buf [ idx ] ;  }  IM_PLACEMENT_NEW ( & Buf [ idx ] )  T ( ) ;  AliveCount + + ;  return  & Buf [ idx ] ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    void         Remove ( ImGuiID  key ,  const  T *  p )      {  Remove ( key ,  GetIndex ( p ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    void         Remove ( ImGuiID  key ,  ImPoolIdx  idx )   {  Buf [ idx ] . ~ T ( ) ;  * ( int * ) & Buf [ idx ]  =  FreeIdx ;  FreeIdx  =  idx ;  Map . SetInt ( key ,  - 1 ) ;  AliveCount - - ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    void         Reserve ( int  capacity )                {  Buf . reserve ( capacity ) ;  Map . Data . reserve ( capacity ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... }
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          GetAliveCount ( )  const                {  return  AliveCount ;  }       // Number of active/alive items in the pool (for display purpose)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          GetBufSize ( )  const                   {  return  Buf . Size ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          GetMapSize ( )  const                   {  return  Map . Data . Size ;  }    // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    T *           TryGetMapData ( ImPoolIdx  n )           {  int  idx  =  Map . Data [ n ] . val_i ;  if  ( idx  = =  - 1 )  return  NULL ;  return  GetByIndex ( idx ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Helper: ImChunkStream<>
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Build and iterate a contiguous stream of variable-sized structures.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This is used by Settings to store persistent data while reducing allocation count.
  
						 
					
						
							
								
									
										
										
										
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								// We store the chunk size first, and align the final size on 4 bytes boundaries.
  
						 
					
						
							
								
									
										
										
										
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								// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template < typename  T >  
						 
					
						
							
								
									
										
										
										
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								struct  ImChunkStream  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < char >   Buf ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void     clear ( )                      {  Buf . clear ( ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool     empty ( )  const                {  return  Buf . Size  = =  0 ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int      size ( )  const                 {  return  Buf . Size ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    T *       alloc_chunk ( size_t  sz )       {  size_t  HDR_SZ  =  4 ;  sz  =  IM_MEMALIGN ( HDR_SZ  +  sz ,  4u ) ;  int  off  =  Buf . Size ;  Buf . resize ( off  +  ( int ) sz ) ;  ( ( int * ) ( void * ) ( Buf . Data  +  off ) ) [ 0 ]  =  ( int ) sz ;  return  ( T * ) ( void * ) ( Buf . Data  +  off  +  ( int ) HDR_SZ ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    T *       begin ( )                      {  size_t  HDR_SZ  =  4 ;  if  ( ! Buf . Data )  return  NULL ;  return  ( T * ) ( void * ) ( Buf . Data  +  HDR_SZ ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    T *       next_chunk ( T *  p )             {  size_t  HDR_SZ  =  4 ;  IM_ASSERT ( p  > =  begin ( )  & &  p  <  end ( ) ) ;  p  =  ( T * ) ( void * ) ( ( char * ) ( void * ) p  +  chunk_size ( p ) ) ;  if  ( p  = =  ( T * ) ( void * ) ( ( char * ) end ( )  +  HDR_SZ ) )  return  ( T * ) 0 ;  IM_ASSERT ( p  <  end ( ) ) ;  return  p ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int      chunk_size ( const  T *  p )       {  return  ( ( const  int * ) p ) [ - 1 ] ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    T *       end ( )                        {  return  ( T * ) ( void * ) ( Buf . Data  +  Buf . Size ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int      offset_from_ptr ( const  T *  p )  {  IM_ASSERT ( p  > =  begin ( )  & &  p  <  end ( ) ) ;  const  ptrdiff_t  off  =  ( const  char * ) p  -  Buf . Data ;  return  ( int ) off ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    T *       ptr_from_offset ( int  off )     {  IM_ASSERT ( off  > =  4  & &  off  <  Buf . Size ) ;  return  ( T * ) ( void * ) ( Buf . Data  +  off ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void     swap ( ImChunkStream < T > &  rhs )  {  rhs . Buf . swap ( Buf ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
									
										
										
										
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								// Helper: ImGuiTextIndex<>
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTextIndex  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < int >    LineOffsets ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int              EndOffset  =  0 ;                           // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void             clear ( )                                  {  LineOffsets . clear ( ) ;  EndOffset  =  0 ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int              size ( )                                   {  return  LineOffsets . Size ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  char *      get_line_begin ( const  char *  base ,  int  n )  {  return  base  +  LineOffsets [ n ] ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  char *      get_line_end ( const  char *  base ,  int  n )    {  return  base  +  ( n  +  1  <  LineOffsets . Size  ?  ( LineOffsets [ n  +  1 ]  -  1 )  :  EndOffset ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void             append ( const  char *  base ,  int  old_size ,  int  new_size ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] ImDrawList support
  
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
  
						 
					
						
							
								
									
										
										
										
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								// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Number of segments (N) is calculated using equation:
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//   N = ceil ( pi / acos(1 - error / r) )     where r > 0, error <= r
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Our equation is significantly simpler that one in the post thanks for choosing segment that is
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// perpendicular to X axis. Follow steps in the article from this starting condition and you will
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// will get this result.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Rendering circles with an odd number of segments, while mathematically correct will produce
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_ROUNDUP_TO_EVEN(_V)                                  ((((_V) + 1)  /  2) * 2) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN                     4 
  
						 
					
						
							
								
									
										
										
										
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								# define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX                     512 
  
						 
					
						
							
								
									
										
										
										
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								# define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR)    ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI  /  ImAcos(1 - ImMin((_MAXERROR), (_RAD))  /  (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) 
  
						 
					
						
							
								
									
										
										
										
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								// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR)    ((_MAXERROR)  /  (1 - ImCos(IM_PI  /  ImMax((float)(_N), IM_PI)))) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD)     ((1 - ImCos(IM_PI  /  ImMax((float)(_N), IM_PI)))  /  (_RAD)) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_DRAWLIST_ARCFAST_TABLE_SIZE                          48  // Number of samples in lookup table.
  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
									
										
										
										
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								# define IM_DRAWLIST_ARCFAST_SAMPLE_MAX                          IM_DRAWLIST_ARCFAST_TABLE_SIZE  // Sample index _PathArcToFastEx() for 360 angle.
  
						 
					
						
							
								
									
										
										
										
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								// Data shared between all ImDrawList instances
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImDrawListSharedData  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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								    ImVec2           TexUvWhitePixel ;             // UV of white pixel in the atlas
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImFont *          Font ;                        // Current/default font (optional, for simplified AddText overload)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float            FontSize ;                    // Current/default font size (optional, for simplified AddText overload)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float            CurveTessellationTol ;        // Tessellation tolerance when using PathBezierCurveTo()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float            CircleSegmentMaxError ;       // Number of circle segments to use per pixel of radius for AddCircle() etc
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec4           ClipRectFullscreen ;          // Value for PushClipRectFullscreen()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImDrawListFlags  InitialFlags ;                // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
 
							 
						 
					
						
							
								
									
										
										
										
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								    // [Internal] Temp write buffer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImVec2 >  TempBuffer ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // [Internal] Lookup tables
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2           ArcFastVtx [ IM_DRAWLIST_ARCFAST_TABLE_SIZE ] ;  // Sample points on the quarter of the circle.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float            ArcFastRadiusCutoff ;                         // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImU8             CircleSegmentCounts [ 64 ] ;     // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  ImVec4 *    TexUvLines ;                  // UV of anti-aliased lines in the atlas
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImDrawListSharedData ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    void  SetCircleTessellationMaxError ( float  max_error ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								struct  ImDrawDataBuilder  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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								    ImVector < ImDrawList * > *   Layers [ 2 ] ;       // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImDrawList * >    LayerData1 ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImDrawDataBuilder ( )                      {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Widgets support: flags, enums, data structures
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Flags used by upcoming items
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - output: stored in g.LastItemData.InFlags
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Current window shared by all windows.
  
						 
					
						
							
								
									
										
										
										
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								// This is going to be exposed in imgui.h when stabilized enough.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiItemFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    // Controlled by user
 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiItemFlags_None                      =  0 , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemFlags_NoTabStop                 =  1  < <  0 ,   // false     // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemFlags_ButtonRepeat              =  1  < <  1 ,   // false     // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags_Disabled                  =  1  < <  2 ,   // false     // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemFlags_NoNav                     =  1  < <  3 ,   // false     // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemFlags_NoNavDefaultFocus         =  1  < <  4 ,   // false     // Disable item being a candidate for default focus (e.g. used by title bar items)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags_SelectableDontClosePopup  =  1  < <  5 ,   // false     // Disable MenuItem/Selectable() automatically closing their popup window
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags_MixedValue                =  1  < <  6 ,   // false     // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags_ReadOnly                  =  1  < <  7 ,   // false     // [ALPHA] Allow hovering interactions but underlying value is not changed.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemFlags_NoWindowHoverableCheck    =  1  < <  8 ,   // false     // Disable hoverable check in ItemHoverable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags_AllowOverlap              =  1  < <  9 ,   // false     // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Controlled by widget code
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags_Inputable                 =  1  < <  10 ,  // false     // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags_HasSelectionUserData      =  1  < <  11 ,  // false     // Set by SetNextItemSelectionUserData()
 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Status flags for an already submitted item
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - output: stored in g.LastItemData.StatusFlags
  
						 
					
						
							
								
									
										
										
										
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								enum  ImGuiItemStatusFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemStatusFlags_None                =  0 , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemStatusFlags_HoveredRect         =  1  < <  0 ,    // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemStatusFlags_HasDisplayRect      =  1  < <  1 ,    // g.LastItemData.DisplayRect is valid
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemStatusFlags_Edited              =  1  < <  2 ,    // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemStatusFlags_ToggledSelection    =  1  < <  3 ,    // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemStatusFlags_ToggledOpen         =  1  < <  4 ,    // Set when TreeNode() reports toggling their open state.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemStatusFlags_HasDeactivated      =  1  < <  5 ,    // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemStatusFlags_Deactivated         =  1  < <  6 ,    // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemStatusFlags_HoveredWindow       =  1  < <  7 ,    // Override the HoveredWindow test to allow cross-window hover testing.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemStatusFlags_Visible             =  1  < <  8 ,    // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemStatusFlags_HasClipRect         =  1  < <  9 ,    // g.LastItemData.ClipRect is valid
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Additional status + semantic for ImGuiTestEngine
 
							 
						 
					
						
							
								
									
										
										
										
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								# ifdef IMGUI_ENABLE_TEST_ENGINE 
  
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemStatusFlags_Openable            =  1  < <  20 ,   // Item is an openable (e.g. TreeNode)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemStatusFlags_Opened              =  1  < <  21 ,   // Opened status
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemStatusFlags_Checkable           =  1  < <  22 ,   // Item is a checkable (e.g. CheckBox, MenuItem)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemStatusFlags_Checked             =  1  < <  23 ,   // Checked status
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemStatusFlags_Inputable           =  1  < <  24 ,   // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX)
 
							 
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Extend ImGuiHoveredFlags_
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiHoveredFlagsPrivate_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiHoveredFlags_DelayMask_                     =  ImGuiHoveredFlags_DelayNone  |  ImGuiHoveredFlags_DelayShort  |  ImGuiHoveredFlags_DelayNormal  |  ImGuiHoveredFlags_NoSharedDelay , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiHoveredFlags_AllowedMaskForIsWindowHovered  =  ImGuiHoveredFlags_ChildWindows  |  ImGuiHoveredFlags_RootWindow  |  ImGuiHoveredFlags_AnyWindow  |  ImGuiHoveredFlags_NoPopupHierarchy  |  ImGuiHoveredFlags_AllowWhenBlockedByPopup  |  ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  |  ImGuiHoveredFlags_ForTooltip  |  ImGuiHoveredFlags_Stationary , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiHoveredFlags_AllowedMaskForIsItemHovered    =  ImGuiHoveredFlags_AllowWhenBlockedByPopup  |  ImGuiHoveredFlags_AllowWhenBlockedByActiveItem  |  ImGuiHoveredFlags_AllowWhenOverlapped  |  ImGuiHoveredFlags_AllowWhenDisabled  |  ImGuiHoveredFlags_NoNavOverride  |  ImGuiHoveredFlags_ForTooltip  |  ImGuiHoveredFlags_Stationary  |  ImGuiHoveredFlags_DelayMask_ , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Extend ImGuiInputTextFlags_
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiInputTextFlagsPrivate_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // [Internal]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputTextFlags_Multiline            =  1  < <  26 ,   // For internal use by InputTextMultiline()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputTextFlags_NoMarkEdited         =  1  < <  27 ,   // For internal use by functions using InputText() before reformatting data
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiInputTextFlags_MergedItem           =  1  < <  28 ,   // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Extend ImGuiButtonFlags_
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiButtonFlagsPrivate_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_PressedOnClick          =  1  < <  4 ,    // return true on click (mouse down event)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_PressedOnClickRelease   =  1  < <  5 ,    // [Default] return true on click + release on same item <-- this is what the majority of Button are using
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_PressedOnClickReleaseAnywhere  =  1  < <  6 ,  // return true on click + release even if the release event is not done while hovering the item
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_PressedOnRelease        =  1  < <  7 ,    // return true on release (default requires click+release)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_PressedOnDoubleClick    =  1  < <  8 ,    // return true on double-click (default requires click+release)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_PressedOnDragDropHold   =  1  < <  9 ,    // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_Repeat                  =  1  < <  10 ,   // hold to repeat
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_FlattenChildren         =  1  < <  11 ,   // allow interactions even if a child window is overlapping
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiButtonFlags_AllowOverlap            =  1  < <  12 ,   // require previous frame HoveredId to either match id or be null before being usable.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiButtonFlags_DontClosePopups         =  1  < <  13 ,   // disable automatically closing parent popup on press // [UNUSED]
 
							 
						 
					
						
							
								
									
										
										
										
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								    //ImGuiButtonFlags_Disabled             = 1 << 14,  // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiButtonFlags_AlignTextBaseLine       =  1  < <  15 ,   // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_NoKeyModifiers          =  1  < <  16 ,   // disable mouse interaction if a key modifier is held
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_NoHoldingActiveId       =  1  < <  17 ,   // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiButtonFlags_NoNavFocus              =  1  < <  18 ,   // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiButtonFlags_NoHoveredOnFocus        =  1  < <  19 ,   // don't report as hovered when nav focus is on this item
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiButtonFlags_NoSetKeyOwner           =  1  < <  20 ,   // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiButtonFlags_NoTestKeyOwner          =  1  < <  21 ,   // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiButtonFlags_PressedOnMask_          =  ImGuiButtonFlags_PressedOnClick  |  ImGuiButtonFlags_PressedOnClickRelease  |  ImGuiButtonFlags_PressedOnClickReleaseAnywhere  |  ImGuiButtonFlags_PressedOnRelease  |  ImGuiButtonFlags_PressedOnDoubleClick  |  ImGuiButtonFlags_PressedOnDragDropHold , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiButtonFlags_PressedOnDefault_       =  ImGuiButtonFlags_PressedOnClickRelease , 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Extend ImGuiComboFlags_
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiComboFlagsPrivate_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiComboFlags_CustomPreview            =  1  < <  20 ,   // enable BeginComboPreview()
 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Extend ImGuiSliderFlags_
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiSliderFlagsPrivate_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSliderFlags_Vertical                =  1  < <  20 ,   // Should this slider be orientated vertically?
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiSliderFlags_ReadOnly                =  1  < <  21 ,   // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead.
 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Extend ImGuiSelectableFlags_
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiSelectableFlagsPrivate_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // NB: need to be in sync with last value of ImGuiSelectableFlags_
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSelectableFlags_NoHoldingActiveID       =  1  < <  20 , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiSelectableFlags_SelectOnNav             =  1  < <  21 ,   // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSelectableFlags_SelectOnClick           =  1  < <  22 ,   // Override button behavior to react on Click (default is Click+Release)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSelectableFlags_SelectOnRelease         =  1  < <  23 ,   // Override button behavior to react on Release (default is Click+Release)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSelectableFlags_SpanAvailWidth          =  1  < <  24 ,   // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiSelectableFlags_SetNavIdOnHover         =  1  < <  25 ,   // Set Nav/Focus ID on mouse hover (used by MenuItem)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSelectableFlags_NoPadWithHalfSpacing    =  1  < <  26 ,   // Disable padding each side with ItemSpacing * 0.5f
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSelectableFlags_NoSetKeyOwner           =  1  < <  27 ,   // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Extend ImGuiTreeNodeFlags_
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiTreeNodeFlagsPrivate_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiTreeNodeFlags_ClipLabelForTrailingButton  =  1  < <  20 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTreeNodeFlags_UpsideDownArrow             =  1  < <  21 , // (FIXME-WIP) Turn Down arrow into an Up arrow, but reversed trees (#6517)
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiSeparatorFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiSeparatorFlags_None                     =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSeparatorFlags_Horizontal               =  1  < <  0 ,    // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSeparatorFlags_Vertical                 =  1  < <  1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSeparatorFlags_SpanAllColumns           =  1  < <  2 ,    // Make separator cover all columns of a legacy Columns() set.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiFocusRequestFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiFocusRequestFlags_None                  =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiFocusRequestFlags_RestoreFocusedChild   =  1  < <  0 ,    // Find last focused child (if any) and focus it instead.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiFocusRequestFlags_UnlessBelowModal      =  1  < <  1 ,    // Do not set focus if the window is below a modal.
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								enum  ImGuiTextFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiTextFlags_None                          =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTextFlags_NoWidthForLargeClippedText    =  1  < <  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								enum  ImGuiTooltipFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiTooltipFlags_None                       =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTooltipFlags_OverridePrevious           =  1  < <  1 ,    // Clear/ignore previously submitted tooltip (defaults to append)
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								// FIXME: this is in development, not exposed/functional as a generic feature yet.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiLayoutType_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLayoutType_Horizontal  =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLayoutType_Vertical  =  1 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiLogType  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLogType_None  =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLogType_TTY , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLogType_File , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLogType_Buffer , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiLogType_Clipboard , 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// X/Y enums are fixed to 0/1 so they may be used to index ImVec2
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiAxis  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiAxis_None  =  - 1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiAxis_X  =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiAxis_Y  =  1 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiPlotType  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiPlotType_Lines , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiPlotType_Histogram , 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Stacked color modifier, backup of modified data so we can restore it
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiColorMod  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiCol         Col ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec4           BackupValue ; 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiStyleMod  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiStyleVar    VarIdx ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    union            {  int  BackupInt [ 2 ] ;  float  BackupFloat [ 2 ] ;  } ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiStyleMod ( ImGuiStyleVar  idx ,  int  v )      {  VarIdx  =  idx ;  BackupInt [ 0 ]  =  v ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiStyleMod ( ImGuiStyleVar  idx ,  float  v )    {  VarIdx  =  idx ;  BackupFloat [ 0 ]  =  v ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiStyleMod ( ImGuiStyleVar  idx ,  ImVec2  v )   {  VarIdx  =  idx ;  BackupFloat [ 0 ]  =  v . x ;  BackupFloat [ 1 ]  =  v . y ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// Storage data for BeginComboPreview()/EndComboPreview()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImGuiComboPreviewData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect           PreviewRect ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2           BackupCursorPos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2           BackupCursorMaxPos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2           BackupCursorPosPrevLine ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float            BackupPrevLineTextBaseOffset ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLayoutType  BackupLayout ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiComboPreviewData ( )  {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								// Stacked storage data for BeginGroup()/EndGroup()
  
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								struct  IMGUI_API  ImGuiGroupData  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiID      WindowID ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImVec2       BackupCursorPos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2       BackupCursorMaxPos ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2       BackupCursorPosPrevLine ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImVec1       BackupIndent ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec1       BackupGroupOffset ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2       BackupCurrLineSize ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float        BackupCurrLineTextBaseOffset ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImGuiID      BackupActiveIdIsAlive ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         BackupActiveIdPreviousFrameIsAlive ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool         BackupHoveredIdIsAlive ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool         BackupIsSameLine ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool         EmitItem ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImGuiMenuColumns  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImU32        TotalWidth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32        NextTotalWidth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU16        Spacing ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU16        OffsetIcon ;          // Always zero for now
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU16        OffsetLabel ;         // Offsets are locked in Update()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU16        OffsetShortcut ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU16        OffsetMark ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU16        Widths [ 4 ] ;           // Width of:   Icon, Label, Shortcut, Mark  (accumulators for current frame)
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiMenuColumns ( )  {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    void         Update ( float  spacing ,  bool  window_reappearing ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float        DeclColumns ( float  w_icon ,  float  w_label ,  float  w_shortcut ,  float  w_mark ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         CalcNextTotalWidth ( bool  update_offsets ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// Internal temporary state for deactivating InputText() instances.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImGuiInputTextDeactivatedState  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID             ID ;               // widget id owning the text state (which just got deactivated)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < char >      TextA ;            // text buffer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputTextDeactivatedState ( )     {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void     ClearFreeMemory ( )            {  ID  =  0 ;  TextA . clear ( ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								// Internal state of the currently focused/edited text input box
  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// For a given item ID, access with ImGui::GetInputTextState()
  
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImGuiInputTextState  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiContext *            Ctx ;                     // parent UI context (needs to be set explicitly by parent).
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  ID ;                      // widget id owning the text state
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    int                      CurLenW ,  CurLenA ;        // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImVector < ImWchar >        TextW ;                   // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < char >           TextA ;                   // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVector < char >           InitialTextA ;            // value to revert to when pressing Escape = backup of end-user buffer at the time of focus (in UTF-8, unaltered)
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    bool                     TextAIsValid ;            // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      BufCapacityA ;            // end-user buffer capacity
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    ScrollX ;                 // horizontal scrolling/offset
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImStb : : STB_TexteditState  Stb ;                    // state for stb_textedit.h
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    CursorAnim ;              // timer for cursor blink, reset on every user action so the cursor reappears immediately
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     CursorFollow ;            // set when we want scrolling to follow the current cursor position (not always!)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     SelectedAllMouseLock ;    // after a double-click to select all, we ignore further mouse drags to update selection
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool                     Edited ;                  // edited this frame
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiInputTextFlags      Flags ;                   // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool                     ReloadUserBuf ;           // force a reload of user buf so it may be modified externally. may be automatic in future version.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      ReloadSelectionStart ;    // POSITIONS ARE IN IMWCHAR units *NOT* UTF-8 this is why this is not exposed yet.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      ReloadSelectionEnd ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiInputTextState ( )                    {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ClearText ( )                  {  CurLenW  =  CurLenA  =  0 ;  TextW [ 0 ]  =  0 ;  TextA [ 0 ]  =  0 ;  CursorClamp ( ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ClearFreeMemory ( )            {  TextW . clear ( ) ;  TextA . clear ( ) ;  InitialTextA . clear ( ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          GetUndoAvailCount ( )  const    {  return  Stb . undostate . undo_point ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    int          GetRedoAvailCount ( )  const    {  return  IMSTB_TEXTEDIT_UNDOSTATECOUNT  -  Stb . undostate . redo_point ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    void         OnKeyPressed ( int  key ) ;       // Cannot be inline because we call in code in stb_textedit.h implementation
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Cursor & Selection
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         CursorAnimReset ( )            {  CursorAnim  =  - 0.30f ;  }                                    // After a user-input the cursor stays on for a while without blinking
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         CursorClamp ( )                {  Stb . cursor  =  ImMin ( Stb . cursor ,  CurLenW ) ;  Stb . select_start  =  ImMin ( Stb . select_start ,  CurLenW ) ;  Stb . select_end  =  ImMin ( Stb . select_end ,  CurLenW ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         HasSelection ( )  const         {  return  Stb . select_start  ! =  Stb . select_end ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ClearSelection ( )             {  Stb . select_start  =  Stb . select_end  =  Stb . cursor ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    int          GetCursorPos ( )  const         {  return  Stb . cursor ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          GetSelectionStart ( )  const    {  return  Stb . select_start ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          GetSelectionEnd ( )  const      {  return  Stb . select_end ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    void         SelectAll ( )                  {  Stb . select_start  =  0 ;  Stb . cursor  =  Stb . select_end  =  CurLenW ;  Stb . has_preferred_x  =  0 ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    // Reload user buf (WIP #2890)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // If you modify underlying user-passed const char* while active you need to call this (InputText V2 may lift this)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   strcpy(my_buf, "hello");
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   if (ImGuiInputTextState* state = ImGui::GetInputTextState(id)) // id may be ImGui::GetItemID() is last item
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //       state->ReloadUserBufAndSelectAll();
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ReloadUserBufAndSelectAll ( )      {  ReloadUserBuf  =  true ;  ReloadSelectionStart  =  0 ;  ReloadSelectionEnd  =  INT_MAX ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ReloadUserBufAndKeepSelection ( )  {  ReloadUserBuf  =  true ;  ReloadSelectionStart  =  Stb . select_start ;  ReloadSelectionEnd  =  Stb . select_end ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ReloadUserBufAndMoveToEnd ( )      {  ReloadUserBuf  =  true ;  ReloadSelectionStart  =  ReloadSelectionEnd  =  INT_MAX ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								enum  ImGuiNextWindowDataFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextWindowDataFlags_None                =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextWindowDataFlags_HasPos              =  1  < <  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextWindowDataFlags_HasSize             =  1  < <  1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextWindowDataFlags_HasContentSize      =  1  < <  2 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextWindowDataFlags_HasCollapsed        =  1  < <  3 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextWindowDataFlags_HasSizeConstraint   =  1  < <  4 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextWindowDataFlags_HasFocus            =  1  < <  5 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextWindowDataFlags_HasBgAlpha          =  1  < <  6 , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiNextWindowDataFlags_HasScroll           =  1  < <  7 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextWindowDataFlags_HasChildFlags       =  1  < <  8 , 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Storage for SetNexWindow** functions
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiNextWindowData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiNextWindowDataFlags     Flags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiCond                    PosCond ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiCond                    SizeCond ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiCond                    CollapsedCond ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                       PosVal ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                       PosPivotVal ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                       SizeVal ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                       ContentSizeVal ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                       ScrollVal ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiChildFlags              ChildFlags ; 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                         CollapsedVal ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                       SizeConstraintRect ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSizeCallback            SizeCallback ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void *                        SizeCallbackUserData ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float                        BgAlphaVal ;              // Override background alpha
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                       MenuBarOffsetMinVal ;     // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiNextWindowData ( )        {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  void  ClearFlags ( )     {  Flags  =  ImGuiNextWindowDataFlags_None ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
									
										
										
										
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								// Multi-Selection item index or identifier when using SetNextItemSelectionUserData()/BeginMultiSelect()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// (Most users are likely to use this store an item INDEX but this may be used to store a POINTER as well.)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  ImS64  ImGuiSelectionUserData ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								enum  ImGuiNextItemDataFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiNextItemDataFlags_None          =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextItemDataFlags_HasWidth      =  1  < <  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextItemDataFlags_HasOpen       =  1  < <  1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextItemDataFlags_HasShortcut   =  1  < <  2 , 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiNextItemData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextItemDataFlags       Flags ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiItemFlags               ItemFlags ;           // Currently only tested/used for ImGuiItemFlags_AllowOverlap.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSelectionUserData       SelectionUserData ;   // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values)
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                        Width ;               // Set by SetNextItemWidth()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiKeyChord                Shortcut ;            // Set by SetNextItemShortcut()
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                         OpenVal ;             // Set by SetNextItemOpen()
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiCond                    OpenCond  :  8 ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiNextItemData ( )          {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  SelectionUserData  =  - 1 ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  void  ClearFlags ( )     {  Flags  =  ImGuiNextItemDataFlags_None ;  ItemFlags  =  ImGuiItemFlags_None ;  }  // Also cleared manually by ItemAdd()!
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Status storage for the last submitted item
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiLastItemData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  ID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags           InFlags ;             // See ImGuiItemFlags_
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemStatusFlags     StatusFlags ;         // See ImGuiItemStatusFlags_
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   Rect ;                // Full rectangle
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   NavRect ;             // Navigation scoring rectangle (not displayed)
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags is set.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   DisplayRect ;         // Display rectangle (ONLY VALID IF ImGuiItemStatusFlags_HasDisplayRect is set)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   ClipRect ;            // Clip rectangle at the time of submitting item (ONLY VALID IF ImGuiItemStatusFlags_HasClipRect is set)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiLastItemData ( )      {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Only stored when the node is a potential candidate for landing on a Left arrow jump.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiNavTreeNodeData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  ID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags           InFlags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   NavRect ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								struct  IMGUI_API  ImGuiStackSizes  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short    SizeOfIDStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short    SizeOfColorStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short    SizeOfStyleVarStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short    SizeOfFontStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short    SizeOfFocusScopeStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short    SizeOfGroupStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short    SizeOfItemFlagsStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short    SizeOfBeginPopupStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short    SizeOfDisabledStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiStackSizes ( )  {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    void  SetToContextState ( ImGuiContext *  ctx ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void  CompareWithContextState ( ImGuiContext *  ctx ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Data saved for each window pushed into the stack
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiWindowStackData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindow *         Window ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLastItemData    ParentLastItemDataBackup ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiStackSizes      StackSizesOnBegin ;       // Store size of various stacks for asserting
 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiShrinkWidthItem  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          Index ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float        Width ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float        InitialWidth ; 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiPtrOrIndex  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void *        Ptr ;             // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          Index ;           // Usually index in a main pool.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiPtrOrIndex ( void *  ptr )   {  Ptr  =  ptr ;  Index  =  - 1 ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiPtrOrIndex ( int  index )   {  Ptr  =  NULL ;  Index  =  index ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Data types support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiDataVarInfo  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDataType    Type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32            Count ;       // 1+
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32            Offset ;      // Offset in parent structure
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void *  GetVarPtr ( void *  parent )  const  {  return  ( void * ) ( ( unsigned  char * ) parent  +  Offset ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiDataTypeTempStorage  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8         Data [ 8 ] ;         // Can fit any data up to ImGuiDataType_COUNT
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiDataTypeInfo  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    size_t       Size ;            // Size in bytes
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  char *  Name ;            // Short descriptive name for the type, for debugging
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  char *  PrintFmt ;        // Default printf format for the type
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  char *  ScanFmt ;         // Default scanf format for the type
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Extend ImGuiDataType_
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiDataTypePrivate_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDataType_String  =  ImGuiDataType_COUNT  +  1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDataType_Pointer , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDataType_ID , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Popup support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiPopupPositionPolicy  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiPopupPositionPolicy_Default , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiPopupPositionPolicy_ComboBox , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiPopupPositionPolicy_Tooltip , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiPopupData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID              PopupId ;         // Set on OpenPopup()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *         Window ;          // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *         BackupNavWindow ; // Set on OpenPopup(), a NavWindow that will be restored on popup close
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                  ParentNavLayer ;  // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                  OpenFrameCount ;  // Set on OpenPopup()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID              OpenParentId ;    // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2               OpenPopupPos ;    // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2               OpenMousePos ;    // Set on OpenPopup(), copy of mouse position at the time of opening popup
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiPopupData ( )     {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  ParentNavLayer  =  OpenFrameCount  =  - 1 ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Inputs support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Bit array for named keys
  
						 
					
						
							
								
									
										
										
										
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								typedef  ImBitArray < ImGuiKey_NamedKey_COUNT ,  - ImGuiKey_NamedKey_BEGIN >     ImBitArrayForNamedKeys ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// [Internal] Key ranges
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_LegacyNativeKey_BEGIN  0 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_LegacyNativeKey_END    512 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_Keyboard_BEGIN         (ImGuiKey_NamedKey_BEGIN) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_Keyboard_END           (ImGuiKey_GamepadStart) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_Gamepad_BEGIN          (ImGuiKey_GamepadStart) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_Gamepad_END            (ImGuiKey_GamepadRStickDown + 1) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_Mouse_BEGIN            (ImGuiKey_MouseLeft) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_Mouse_END              (ImGuiKey_MouseWheelY + 1) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_Aliases_BEGIN          (ImGuiKey_Mouse_BEGIN) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_Aliases_END            (ImGuiKey_Mouse_END) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [Internal] Named shortcuts for Navigation
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_NavKeyboardTweakSlow   ImGuiMod_Ctrl 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_NavKeyboardTweakFast   ImGuiMod_Shift 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_NavGamepadTweakSlow    ImGuiKey_GamepadL1 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_NavGamepadTweakFast    ImGuiKey_GamepadR1 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_NavGamepadActivate     ImGuiKey_GamepadFaceDown 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_NavGamepadCancel       ImGuiKey_GamepadFaceRight 
  
						 
					
						
							
								
									
										
										
										
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								# define ImGuiKey_NavGamepadMenu         ImGuiKey_GamepadFaceUp 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKey_NavGamepadInput        ImGuiKey_GamepadFaceLeft 
  
						 
					
						
							
								
									
										
										
										
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								enum  ImGuiInputEventType  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputEventType_None  =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputEventType_MousePos , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputEventType_MouseWheel , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputEventType_MouseButton , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputEventType_Key , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputEventType_Text , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputEventType_Focus , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputEventType_COUNT 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiInputSource  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputSource_None  =  0 , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiInputSource_Mouse ,          // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiInputSource_Keyboard , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputSource_Gamepad , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputSource_Clipboard ,      // Currently only used by InputText()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputSource_COUNT 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'
  
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								struct  ImGuiInputEventMousePos       {  float  PosX ,  PosY ;  ImGuiMouseSource  MouseSource ;  } ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiInputEventMouseWheel     {  float  WheelX ,  WheelY ;  ImGuiMouseSource  MouseSource ;  } ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiInputEventMouseButton    {  int  Button ;  bool  Down ;  ImGuiMouseSource  MouseSource ;  } ;  
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								struct  ImGuiInputEventKey            {  ImGuiKey  Key ;  bool  Down ;  float  AnalogValue ;  } ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiInputEventText           {  unsigned  int  Char ;  } ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiInputEventAppFocused     {  bool  Focused ;  } ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiInputEvent  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputEventType              Type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputSource                 Source ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImU32                            EventId ;         // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data).
 
							 
						 
					
						
							
								
									
										
										
										
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								    union 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ImGuiInputEventMousePos      MousePos ;        // if Type == ImGuiInputEventType_MousePos
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ImGuiInputEventMouseWheel    MouseWheel ;      // if Type == ImGuiInputEventType_MouseWheel
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ImGuiInputEventMouseButton   MouseButton ;     // if Type == ImGuiInputEventType_MouseButton
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ImGuiInputEventKey           Key ;             // if Type == ImGuiInputEventType_Key
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ImGuiInputEventText          Text ;            // if Type == ImGuiInputEventType_Text
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ImGuiInputEventAppFocused    AppFocused ;      // if Type == ImGuiInputEventType_Focus
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                             AddedByTestEngine ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputEvent ( )  {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKeyOwner_Any           ((ImGuiID)0)     // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiKeyOwner_None          ((ImGuiID)-1)    // Require key to have no owner.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  ImS16  ImGuiKeyRoutingIndex ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Routing table entry (sizeof() == 16 bytes)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiKeyRoutingData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiKeyRoutingIndex             NextEntryIndex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU16                            Mods ;                // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImU8                             RoutingCurrScore ;    // [DEBUG] For debug display
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImU8                             RoutingNextScore ;    // Lower is better (0: perfect score)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                          RoutingCurr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                          RoutingNext ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiKeyRoutingData ( )            {  NextEntryIndex  =  - 1 ;  Mods  =  0 ;  RoutingCurrScore  =  RoutingNextScore  =  255 ;  RoutingCurr  =  RoutingNext  =  ImGuiKeyOwner_None ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Stored in main context (1 instance)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiKeyRoutingTable  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiKeyRoutingIndex             Index [ ImGuiKey_NamedKey_COUNT ] ;  // Index of first entry in Entries[]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiKeyRoutingData >    Entries ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiKeyRoutingData >    EntriesNext ;                     // Double-buffer to avoid reallocation (could use a shared buffer)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiKeyRoutingTable ( )           {  Clear ( ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void  Clear ( )                     {  for  ( int  n  =  0 ;  n  <  IM_ARRAYSIZE ( Index ) ;  n + + )  Index [ n ]  =  - 1 ;  Entries . clear ( ) ;  EntriesNext . clear ( ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiKeyOwnerData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID      OwnerCurr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID      OwnerNext ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         LockThisFrame ;       // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         LockUntilRelease ;    // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiKeyOwnerData ( )              {  OwnerCurr  =  OwnerNext  =  ImGuiKeyOwner_None ;  LockThisFrame  =  LockUntilRelease  =  false ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
  
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
  
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								enum  ImGuiInputFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_None                 =  0 , 
							 
						 
					
						
							
								
									
										
										
										
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								    // Repeat mode
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_Repeat               =  1  < <  0 ,    // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiInputFlags_RepeatRateDefault    =  1  < <  1 ,    // Repeat rate: Regular (default)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RepeatRateNavMove    =  1  < <  2 ,    // Repeat rate: Fast
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RepeatRateNavTweak   =  1  < <  3 ,    // Repeat rate: Faster
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    // Repeat mode: Specify when repeating key pressed can be interrupted.
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    // In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RepeatUntilRelease                =  1  < <  4 ,   // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RepeatUntilKeyModsChange          =  1  < <  5 ,   // Stop repeating when released OR if keyboard mods are changed (default for Shortcut)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone  =  1  < <  6 ,   // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RepeatUntilOtherKeyPress          =  1  < <  7 ,   // Stop repeating when released OR if any other keyboard key is pressed during the repeat
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Flags for SetItemKeyOwner()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_CondHovered          =  1  < <  8 ,    // Only set if item is hovered (default to both)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_CondActive           =  1  < <  9 ,    // Only set if item is active (default to both)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_CondDefault_         =  ImGuiInputFlags_CondHovered  |  ImGuiInputFlags_CondActive , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Flags for SetKeyOwner(), SetItemKeyOwner()
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_LockThisFrame        =  1  < <  10 ,   // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_LockUntilRelease     =  1  < <  11 ,   // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released.
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Routing policies for Shortcut() + low-level SetShortcutRouting()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    //      Parent   -> call Shortcut(Ctrl+S)    // When Parent is focused, Parent gets the shortcut.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //        Child1 -> call Shortcut(Ctrl+S)    // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //        Child2 -> no call                  // When Child2 is focused, Parent gets the shortcut.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   The whole system is order independent, so if Child1 does it calls before Parent results will be identical.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   This is an important property as it facilitate working with foreign code or larger codebase.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Visualize registered routes in 'Metrics->Inputs' and submitted routes in 'Debug Log->InputRouting'.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - When a policy (except for _RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(),
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    //   allowing the system to decide where to route the input among other route-aware calls.
 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    //   (* Using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key)).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call will register
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   a route and only succeed when parent window is in the focus-stack and if no-one with a higher priority
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   is claiming the same shortcut.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute().
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Can select only 1 policy among all available.
 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiInputFlags_RouteFocused         =  1  < <  12 ,   // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RouteGlobalLow       =  1  < <  13 ,   // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RouteGlobal          =  1  < <  14 ,   // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RouteGlobalHigh      =  1  < <  15 ,   // Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overriden by this)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiInputFlags_RouteAlways          =  1  < <  16 ,   // Do not register route, poll keys directly.
 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    // Routing polices: extra options
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiInputFlags_RouteUnlessBgFocused =  1  < <  17 ,   // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // [Internal] Mask of which function support which flags
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RepeatRateMask_              =  ImGuiInputFlags_RepeatRateDefault  |  ImGuiInputFlags_RepeatRateNavMove  |  ImGuiInputFlags_RepeatRateNavTweak , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RepeatUntilMask_             =  ImGuiInputFlags_RepeatUntilRelease  |  ImGuiInputFlags_RepeatUntilKeyModsChange  |  ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone  |  ImGuiInputFlags_RepeatUntilOtherKeyPress , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RepeatMask_                  =  ImGuiInputFlags_Repeat  |  ImGuiInputFlags_RepeatRateMask_  |  ImGuiInputFlags_RepeatUntilMask_ , 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiInputFlags_CondMask_                    =  ImGuiInputFlags_CondHovered  |  ImGuiInputFlags_CondActive , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_RouteMask_                   =  ImGuiInputFlags_RouteFocused  |  ImGuiInputFlags_RouteGlobal  |  ImGuiInputFlags_RouteGlobalLow  |  ImGuiInputFlags_RouteGlobalHigh ,  // _Always not part of this!
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiInputFlags_SupportedByIsKeyPressed      =  ImGuiInputFlags_RepeatMask_ , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_SupportedByIsMouseClicked    =  ImGuiInputFlags_Repeat , 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiInputFlags_SupportedByShortcut          =  ImGuiInputFlags_RepeatMask_  |  ImGuiInputFlags_RouteMask_  |  ImGuiInputFlags_RouteAlways  |  ImGuiInputFlags_RouteUnlessBgFocused , 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiInputFlags_SupportedBySetKeyOwner       =  ImGuiInputFlags_LockThisFrame  |  ImGuiInputFlags_LockUntilRelease , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiInputFlags_SupportedBySetItemKeyOwner   =  ImGuiInputFlags_SupportedBySetKeyOwner  |  ImGuiInputFlags_CondMask_ , 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Clipper support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Note that Max is exclusive, so perhaps should be using a Begin/End convention.
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiListClipperRange  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int      Min ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int      Max ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool     PosToIndexConvert ;       // Begin/End are absolute position (will be converted to indices later)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS8     PosToIndexOffsetMin ;     // Add to Min after converting to indices
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS8     PosToIndexOffsetMax ;     // Add to Min after converting to indices
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    static  ImGuiListClipperRange     FromIndices ( int  min ,  int  max )                                {  ImGuiListClipperRange  r  =  {  min ,  max ,  false ,  0 ,  0  } ;  return  r ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    static  ImGuiListClipperRange     FromPositions ( float  y1 ,  float  y2 ,  int  off_min ,  int  off_max )  {  ImGuiListClipperRange  r  =  {  ( int ) y1 ,  ( int ) y2 ,  true ,  ( ImS8 ) off_min ,  ( ImS8 ) off_max  } ;  return  r ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Temporary clipper data, buffers shared/reused between instances
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiListClipperData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiListClipper *                ListClipper ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                            LossynessOffset ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                              StepNo ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                              ItemsFrozen ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiListClipperRange >  Ranges ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiListClipperData ( )           {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void                             Reset ( ImGuiListClipper *  clipper )  {  ListClipper  =  clipper ;  StepNo  =  ItemsFrozen  =  0 ;  Ranges . resize ( 0 ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Navigation support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiActivateFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiActivateFlags_None                  =  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiActivateFlags_PreferInput           =  1  < <  0 ,        // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiActivateFlags_PreferTweak           =  1  < <  1 ,        // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiActivateFlags_TryToPreserveState    =  1  < <  2 ,        // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiActivateFlags_FromTabbing           =  1  < <  3 ,        // Activation requested by a tabbing request
 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiActivateFlags_FromShortcut          =  1  < <  4 ,        // Activation requested by an item shortcut via SetNextItemShortcut() function.
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Early work-in-progress API for ScrollToItem()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiScrollFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiScrollFlags_None                    =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiScrollFlags_KeepVisibleEdgeX        =  1  < <  0 ,        // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiScrollFlags_KeepVisibleEdgeY        =  1  < <  1 ,        // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiScrollFlags_KeepVisibleCenterX      =  1  < <  2 ,        // If item is not visible: scroll to make the item centered on X axis [rarely used]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiScrollFlags_KeepVisibleCenterY      =  1  < <  3 ,        // If item is not visible: scroll to make the item centered on Y axis
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiScrollFlags_AlwaysCenterX           =  1  < <  4 ,        // Always center the result item on X axis [rarely used]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiScrollFlags_AlwaysCenterY           =  1  < <  5 ,        // Always center the result item on Y axis [default for Y axis for appearing window)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiScrollFlags_NoScrollParent          =  1  < <  6 ,        // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiScrollFlags_MaskX_                  =  ImGuiScrollFlags_KeepVisibleEdgeX  |  ImGuiScrollFlags_KeepVisibleCenterX  |  ImGuiScrollFlags_AlwaysCenterX , 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiScrollFlags_MaskY_                  =  ImGuiScrollFlags_KeepVisibleEdgeY  |  ImGuiScrollFlags_KeepVisibleCenterY  |  ImGuiScrollFlags_AlwaysCenterY , 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiNavHighlightFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavHighlightFlags_None              =  0 , 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiNavHighlightFlags_Compact           =  1  < <  1 ,        // Compact highlight, no padding
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiNavHighlightFlags_AlwaysDraw        =  1  < <  2 ,        // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiNavHighlightFlags_NoRounding        =  1  < <  3 , 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiNavMoveFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_None                   =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_LoopX                  =  1  < <  0 ,    // On failed request, restart from opposite side
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_LoopY                  =  1  < <  1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_WrapX                  =  1  < <  2 ,    // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_WrapY                  =  1  < <  3 ,    // This is not super useful but provided for completeness
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_WrapMask_              =  ImGuiNavMoveFlags_LoopX  |  ImGuiNavMoveFlags_LoopY  |  ImGuiNavMoveFlags_WrapX  |  ImGuiNavMoveFlags_WrapY , 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_AllowCurrentNavId      =  1  < <  4 ,    // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_AlsoScoreVisibleSet    =  1  < <  5 ,    // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_ScrollToEdgeY          =  1  < <  6 ,    // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_Forwarded              =  1  < <  7 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_DebugNoResult          =  1  < <  8 ,    // Dummy scoring for debug purpose, don't apply result
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_FocusApi               =  1  < <  9 ,    // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_IsTabbing              =  1  < <  10 ,   // == Focus + Activate if item is Inputable + DontChangeNavHighlight
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_IsPageMove             =  1  < <  11 ,   // Identify a PageDown/PageUp request.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_Activate               =  1  < <  12 ,   // Activate/select target item.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_NoSelect               =  1  < <  13 ,   // Don't trigger selection by not setting g.NavJustMovedTo
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags_NoSetNavHighlight      =  1  < <  14 ,   // Do not alter the visible state of keyboard vs mouse nav highlight
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiNavLayer  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavLayer_Main   =  0 ,     // Main scrolling layer
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiNavLayer_Menu   =  1 ,     // Menu layer (access with Alt)
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiNavLayer_COUNT 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiNavItemData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *         Window ;          // Init,Move    // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID              ID ;              // Init,Move    // Best candidate item ID
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID              FocusScopeId ;    // Init,Move    // Best candidate focus scope ID
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect               RectRel ;         // Init,Move    // Best candidate bounding box in window relative space
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags       InFlags ;         // ????,Move    // Best candidate item flags
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiSelectionUserData  SelectionUserData ; //I+Mov    // Best candidate SetNextItemSelectionData() value.
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    float                DistBox ;         //      Move    // Best candidate box distance to current NavId
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                DistCenter ;      //      Move    // Best candidate center distance to current NavId
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                DistAxial ;       //      Move    // Best candidate axial distance to current NavId
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavItemData ( )   {  Clear ( ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    void  Clear ( )         {  Window  =  NULL ;  ID  =  FocusScopeId  =  0 ;  InFlags  =  0 ;  SelectionUserData  =  - 1 ;  DistBox  =  DistCenter  =  DistAxial  =  FLT_MAX ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								struct  ImGuiFocusScopeData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID              ID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID              WindowID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Typing-select support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Flags for GetTypingSelectRequest()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiTypingSelectFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTypingSelectFlags_None                  =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTypingSelectFlags_AllowBackspace        =  1  < <  0 ,    // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTypingSelectFlags_AllowSingleCharMode   =  1  < <  1 ,    // Allow "single char" search mode which is activated when pressing the same character multiple times.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Returned by GetTypingSelectRequest(), designed to eventually be public.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImGuiTypingSelectRequest  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTypingSelectFlags   Flags ;               // Flags passed to GetTypingSelectRequest()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      SearchBufferLen ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  char *              SearchBuffer ;        // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     SelectRequest ;       // Set when buffer was modified this frame, requesting a selection.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     SingleCharMode ;      // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS8                     SingleCharSize ;      // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Storage for GetTypingSelectRequest()
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImGuiTypingSelectState  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTypingSelectRequest  Request ;            // User-facing data
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    char             SearchBuffer [ 64 ] ;            // Search buffer: no need to make dynamic as this search is very transient.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID          FocusScope ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int              LastRequestFrame  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float            LastRequestTime  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool             SingleCharModeLock  =  false ;  // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTypingSelectState ( )  {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void             Clear ( )   {  SearchBuffer [ 0 ]  =  0 ;  SingleCharModeLock  =  false ;  }  // We preserve remaining data for easier debugging
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// [SECTION] Columns support
  
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays!
  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								enum  ImGuiOldColumnFlags_  
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiOldColumnFlags_None                     =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiOldColumnFlags_NoBorder                 =  1  < <  0 ,    // Disable column dividers
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiOldColumnFlags_NoResize                 =  1  < <  1 ,    // Disable resizing columns when clicking on the dividers
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiOldColumnFlags_NoPreserveWidths         =  1  < <  2 ,    // Disable column width preservation when adjusting columns
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiOldColumnFlags_NoForceWithinWindow      =  1  < <  3 ,    // Disable forcing columns to fit within window
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiOldColumnFlags_GrowParentContentsSize   =  1  < <  4 ,    // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Obsolete names (will be removed)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 
  
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    //ImGuiColumnsFlags_None                    = ImGuiOldColumnFlags_None,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //ImGuiColumnsFlags_NoBorder                = ImGuiOldColumnFlags_NoBorder,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //ImGuiColumnsFlags_NoResize                = ImGuiOldColumnFlags_NoResize,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //ImGuiColumnsFlags_NoPreserveWidths        = ImGuiOldColumnFlags_NoPreserveWidths,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //ImGuiColumnsFlags_NoForceWithinWindow     = ImGuiOldColumnFlags_NoForceWithinWindow,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //ImGuiColumnsFlags_GrowParentContentsSize  = ImGuiOldColumnFlags_GrowParentContentsSize,
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								struct  ImGuiOldColumnData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    float                OffsetNorm ;              // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    float                OffsetNormBeforeResize ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiOldColumnFlags  Flags ;                   // Not exposed
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImRect               ClipRect ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiOldColumnData ( )  {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiOldColumns  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID              ID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiOldColumnFlags  Flags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                 IsFirstFrame ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                 IsBeingResized ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                  Current ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                  Count ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                OffMinX ,  OffMaxX ;        // Offsets from HostWorkRect.Min.x
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                LineMinY ,  LineMaxY ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                HostCursorPosY ;          // Backup of CursorPos at the time of BeginColumns()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                HostCursorMaxPosX ;       // Backup of CursorMaxPos at the time of BeginColumns()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect               HostInitialClipRect ;     // Backup of ClipRect at the time of BeginColumns()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect               HostBackupClipRect ;      // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect               HostBackupParentWorkRect ; //Backup of WorkRect at the time of BeginColumns()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiOldColumnData >  Columns ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImDrawListSplitter   Splitter ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiOldColumns ( )    {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Multi-select support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// We always assume that -1 is an invalid value (which works for indices and pointers)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define ImGuiSelectionUserData_Invalid        ((ImGuiSelectionUserData)-1) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								# ifdef IMGUI_HAS_MULTI_SELECT 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// <this is filled in 'range_select' branch>
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif  // #ifdef IMGUI_HAS_MULTI_SELECT
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Docking support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef IMGUI_HAS_DOCK 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// <this is filled in 'docking' branch>
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif  // #ifdef IMGUI_HAS_DOCK
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Viewport support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiViewportP  :  public  ImGuiViewport  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    int                  BgFgDrawListsLastFrame [ 2 ] ;  // Last frame number the background (0) and foreground (1) draw lists were used
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImDrawList *          BgFgDrawLists [ 2 ] ;        // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImDrawData           DrawDataP ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImDrawDataBuilder    DrawDataBuilder ;         // Temporary data while building final ImDrawData
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2               WorkOffsetMin ;           // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2               WorkOffsetMax ;           // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2               BuildWorkOffsetMin ;      // Work Area: Offset being built during current frame. Generally >= 0.0f.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2               BuildWorkOffsetMax ;      // Work Area: Offset being built during current frame. Generally <= 0.0f.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiViewportP ( )     {  BgFgDrawListsLastFrame [ 0 ]  =  BgFgDrawListsLastFrame [ 1 ]  =  - 1 ;  BgFgDrawLists [ 0 ]  =  BgFgDrawLists [ 1 ]  =  NULL ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ~ ImGuiViewportP ( )    {  if  ( BgFgDrawLists [ 0 ] )  IM_DELETE ( BgFgDrawLists [ 0 ] ) ;  if  ( BgFgDrawLists [ 1 ] )  IM_DELETE ( BgFgDrawLists [ 1 ] ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2   CalcWorkRectPos ( const  ImVec2 &  off_min )  const                             {  return  ImVec2 ( Pos . x  +  off_min . x ,  Pos . y  +  off_min . y ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2   CalcWorkRectSize ( const  ImVec2 &  off_min ,  const  ImVec2 &  off_max )  const     {  return  ImVec2 ( ImMax ( 0.0f ,  Size . x  -  off_min . x  +  off_max . x ) ,  ImMax ( 0.0f ,  Size . y  -  off_min . y  +  off_max . y ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void     UpdateWorkRect ( )             {  WorkPos  =  CalcWorkRectPos ( WorkOffsetMin ) ;  WorkSize  =  CalcWorkRectSize ( WorkOffsetMin ,  WorkOffsetMax ) ;  }  // Update public fields
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect   GetMainRect ( )  const          {  return  ImRect ( Pos . x ,  Pos . y ,  Pos . x  +  Size . x ,  Pos . y  +  Size . y ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect   GetWorkRect ( )  const          {  return  ImRect ( WorkPos . x ,  WorkPos . y ,  WorkPos . x  +  WorkSize . x ,  WorkPos . y  +  WorkSize . y ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect   GetBuildWorkRect ( )  const     {  ImVec2  pos  =  CalcWorkRectPos ( BuildWorkOffsetMin ) ;  ImVec2  size  =  CalcWorkRectSize ( BuildWorkOffsetMin ,  BuildWorkOffsetMax ) ;  return  ImRect ( pos . x ,  pos . y ,  pos . x  +  size . x ,  pos . y  +  size . y ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Settings support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Windows data saved in imgui.ini file
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiWindowSettings  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID      ID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2ih     Pos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2ih     Size ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         Collapsed ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool         IsChild ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool         WantApply ;       // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool         WantDelete ;      // Set to invalidate/delete the settings entry
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindowSettings ( )        {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    char *  GetName ( )              {  return  ( char * ) ( this  +  1 ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiSettingsHandler  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  char *  TypeName ;        // Short description stored in .ini file. Disallowed characters: '[' ']'
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID      TypeHash ;        // == ImHashStr(TypeName)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ( * ClearAllFn ) ( ImGuiContext *  ctx ,  ImGuiSettingsHandler *  handler ) ;                                 // Clear all settings data
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ( * ReadInitFn ) ( ImGuiContext *  ctx ,  ImGuiSettingsHandler *  handler ) ;                                 // Read: Called before reading (in registration order)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void *        ( * ReadOpenFn ) ( ImGuiContext *  ctx ,  ImGuiSettingsHandler *  handler ,  const  char *  name ) ;               // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ( * ReadLineFn ) ( ImGuiContext *  ctx ,  ImGuiSettingsHandler *  handler ,  void *  entry ,  const  char *  line ) ;  // Read: Called for every line of text within an ini entry
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ( * ApplyAllFn ) ( ImGuiContext *  ctx ,  ImGuiSettingsHandler *  handler ) ;                                 // Read: Called after reading (in registration order)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void         ( * WriteAllFn ) ( ImGuiContext *  ctx ,  ImGuiSettingsHandler *  handler ,  ImGuiTextBuffer *  out_buf ) ;       // Write: Output every entries into 'out_buf'
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void *        UserData ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiSettingsHandler ( )  {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Localization support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiLocKey  :  int  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLocKey_VersionStr , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLocKey_TableSizeOne , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLocKey_TableSizeAllFit , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLocKey_TableSizeAllDefault , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLocKey_TableResetOrder , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLocKey_WindowingMainMenuBar , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLocKey_WindowingPopup , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLocKey_WindowingUntitled , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLocKey_COUNT 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiLocEntry  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLocKey      Key ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  char *      Text ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Metrics, Debug Tools
  
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								enum  ImGuiDebugLogFlags_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Event types
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiDebugLogFlags_None                  =  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugLogFlags_EventActiveId         =  1  < <  0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugLogFlags_EventFocus            =  1  < <  1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugLogFlags_EventPopup            =  1  < <  2 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugLogFlags_EventNav              =  1  < <  3 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugLogFlags_EventClipper          =  1  < <  4 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugLogFlags_EventSelection        =  1  < <  5 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugLogFlags_EventIO               =  1  < <  6 , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiDebugLogFlags_EventInputRouting     =  1  < <  7 , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiDebugLogFlags_EventMask_            =  ImGuiDebugLogFlags_EventActiveId   |  ImGuiDebugLogFlags_EventFocus  |  ImGuiDebugLogFlags_EventPopup  |  ImGuiDebugLogFlags_EventNav  |  ImGuiDebugLogFlags_EventClipper  |  ImGuiDebugLogFlags_EventSelection  |  ImGuiDebugLogFlags_EventIO  |  ImGuiDebugLogFlags_EventInputRouting , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiDebugLogFlags_OutputToTTY           =  1  < <  20 ,   // Also send output to TTY
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugLogFlags_OutputToTestEngine    =  1  < <  21 ,   // Also send output to Test Engine
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiDebugAllocEntry  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          FrameCount ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS16        AllocCount ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS16        FreeCount ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiDebugAllocInfo  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          TotalAllocCount ;             // Number of call to MemAlloc().
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          TotalFreeCount ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS16        LastEntriesIdx ;              // Current index in buffer
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugAllocEntry  LastEntriesBuf [ 6 ] ;  // Track last 6 frames that had allocations
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugAllocInfo ( )  {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiMetricsConfig  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    bool         ShowDebugLog  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         ShowIDStackTool  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         ShowWindowsRects  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         ShowWindowsBeginOrder  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         ShowTablesRects  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         ShowDrawCmdMesh  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         ShowDrawCmdBoundingBoxes  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         ShowTextEncodingViewer  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool         ShowAtlasTintedWithTextColor  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          ShowWindowsRectsType  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int          ShowTablesRectsType  =  - 1 ; 
							 
						 
					
						
							
								
									
										
										
										
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								    int          HighlightMonitorIdx  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID      HighlightViewportID  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								struct  ImGuiStackLevelInfo  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  ID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS8                     QueryFrameCount ;             // >= 1: Query in progress
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     QuerySuccess ;                // Obtained result from DebugHookIdInfo()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDataType            DataType  :  8 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    char                     Desc [ 57 ] ;                    // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiStackLevelInfo ( )    {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// State for ID Stack tool queries
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiIDStackTool  
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      LastActiveFrame ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      StackLevel ;                  // -1: query stack and resize Results, >= 0: individual stack level
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  QueryId ;                     // ID to query details for
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiStackLevelInfo >  Results ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     CopyToClipboardOnCtrlC ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    CopyToClipboardLastTime ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiIDStackTool ( )       {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  CopyToClipboardLastTime  =  - FLT_MAX ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Generic context hooks
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  void  ( * ImGuiContextHookCallback ) ( ImGuiContext *  ctx ,  ImGuiContextHook *  hook ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								enum  ImGuiContextHookType  {  ImGuiContextHookType_NewFramePre ,  ImGuiContextHookType_NewFramePost ,  ImGuiContextHookType_EndFramePre ,  ImGuiContextHookType_EndFramePost ,  ImGuiContextHookType_RenderPre ,  ImGuiContextHookType_RenderPost ,  ImGuiContextHookType_Shutdown ,  ImGuiContextHookType_PendingRemoval_  } ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiContextHook  
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiID                      HookId ;      // A unique ID assigned by AddContextHook()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiContextHookType         Type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                      Owner ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiContextHookCallback     Callback ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void *                        UserData ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiContextHook ( )           {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// [SECTION] ImGuiContext (main Dear ImGui context)
  
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiContext  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     Initialized ; 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     FontAtlasOwnedByContext ;             // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImGuiIO                  IO ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiStyle               Style ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImFont *                  Font ;                                // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    FontSize ;                            // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    FontBaseSize ;                        // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImDrawListSharedData     DrawListSharedData ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    double                   Time ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      FrameCount ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      FrameCountEnded ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      FrameCountRendered ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool                     WithinFrameScope ;                    // Set by NewFrame(), cleared by EndFrame()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     WithinFrameScopeWithImplicitWindow ;  // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     WithinEndChild ;                      // Set within EndChild()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     GcCompactAll ;                        // Request full GC
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     TestEngineHookItems ;                 // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void *                    TestEngine ;                          // Test engine user data
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Inputs
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiInputEvent >  InputEventsQueue ;                  // Input events which will be trickled/written into IO structure.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiInputEvent >  InputEventsTrail ;                  // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiMouseSource         InputEventsNextMouseSource ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32                    InputEventsNextEventId ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    // Windows state
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiWindow * >   Windows ;                             // Windows, sorted in display order, back to front
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVector < ImGuiWindow * >   WindowsFocusOrder ;                   // Root windows, sorted in focus order, back to front.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVector < ImGuiWindow * >   WindowsTempSortBuffer ;               // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVector < ImGuiWindowStackData >  CurrentWindowStack ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiStorage             WindowsById ;                         // Map window's ImGuiID to ImGuiWindow*
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      WindowsActiveCount ;                  // Number of unique windows submitted by frame
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   WindowsHoverPadding ;                 // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  DebugBreakInWindow ;                  // Set to break in Begin() call.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindow *             CurrentWindow ;                       // Window being drawn into
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *             HoveredWindow ;                       // Window the mouse is hovering. Will typically catch mouse inputs.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindow *             HoveredWindowUnderMovingWindow ;      // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindow *             MovingWindow ;                        // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *             WheelingWindow ;                      // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   WheelingWindowRefMousePos ; 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      WheelingWindowStartFrame ;            // This may be set one frame before WheelingWindow is != NULL
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      WheelingWindowScrolledFrame ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    WheelingWindowReleaseTimer ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   WheelingWindowWheelRemainder ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   WheelingAxisAvg ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Item/widgets state and tracking information
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  DebugHookIdInfo ;                     // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  HoveredId ;                           // Hovered widget, filled during the frame
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  HoveredIdPreviousFrame ; 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     HoveredIdAllowOverlap ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     HoveredIdDisabled ;                   // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    HoveredIdTimer ;                      // Measure contiguous hovering time
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    HoveredIdNotActiveTimer ;             // Measure contiguous hovering time where the item has not been active
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  ActiveId ;                            // Active widget
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  ActiveIdIsAlive ;                     // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    ActiveIdTimer ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     ActiveIdIsJustActivated ;             // Set at the time of activation for one frame
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     ActiveIdAllowOverlap ;                // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     ActiveIdNoClearOnFocusLoss ;          // Disable losing active id if the active id window gets unfocused.
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     ActiveIdHasBeenPressedBefore ;        // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     ActiveIdHasBeenEditedBefore ;         // Was the value associated to the widget Edited over the course of the Active state.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     ActiveIdHasBeenEditedThisFrame ; 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     ActiveIdFromShortcut ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      ActiveIdMouseButton  :  8 ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   ActiveIdClickOffset ;                 // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *             ActiveIdWindow ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiInputSource         ActiveIdSource ;                      // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  ActiveIdPreviousFrame ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     ActiveIdPreviousFrameIsAlive ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     ActiveIdPreviousFrameHasBeenEditedBefore ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *             ActiveIdPreviousFrameWindow ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  LastActiveId ;                        // Store the last non-zero ActiveId, useful for animation.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    LastActiveIdTimer ;                   // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
 
							 
						 
					
						
							
								
									
										
										
										
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								    // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - The idea is that instead of "eating" a given key, we can link to an owner.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    double                   LastKeyModsChangeTime ;               // Record the last time key mods changed (affect repeat delay when using shortcut logic)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    double                   LastKeyModsChangeFromNoneTime ;       // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    double                   LastKeyboardKeyPressTime ;            // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImBitArrayForNamedKeys   KeysMayBeCharInput ;                  // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiKeyOwnerData        KeysOwnerData [ ImGuiKey_NamedKey_COUNT ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiKeyRoutingTable     KeysRoutingTable ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImU32                    ActiveIdUsingNavDirMask ;             // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     ActiveIdUsingAllKeyboardKeys ;        // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiKeyChord            DebugBreakInShortcutRouting ;         // Set to break in SetShortcutRouting()/Shortcut() calls.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_DISABLE_OBSOLETE_KEYIO 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32                    ActiveIdUsingNavInputMask ;           // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
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								    // Next window/item data
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  CurrentFocusScopeId ;                 // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiItemFlags           CurrentItemFlags ;                    // Value for currently appending items == g.ItemFlagsStack.back()
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  DebugLocateId ;                       // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiNextItemData        NextItemData ;                        // Storage for SetNextItem** functions
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiLastItemData        LastItemData ;                        // Storage for last submitted item (setup by ItemAdd)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNextWindowData      NextWindowData ;                      // Storage for SetNextWindow** functions
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     DebugShowGroupRects ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Shared stacks
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiCol                         DebugFlashStyleColorIdx ;     // (Keep close to ColorStack to share cache line)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiColorMod >          ColorStack ;                  // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiStyleMod >          StyleVarStack ;               // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImFont * >                FontStack ;                   // Stack for PushFont()/PopFont() - inherited by Begin()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiFocusScopeData >    FocusScopeStack ;             // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiItemFlags >         ItemFlagsStack ;              // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiGroupData >         GroupStack ;                  // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiPopupData >         OpenPopupStack ;              // Which popups are open (persistent)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiPopupData >         BeginPopupStack ;             // Which level of BeginPopup() we are in (reset every frame)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiNavTreeNodeData >   NavTreeNodeStack ;            // Stack for TreeNode() when a NavLeft requested is emitted.
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Viewports
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiViewportP * >  Viewports ;                         // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData.
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Gamepad/keyboard Navigation
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindow *             NavWindow ;                           // Focused window for navigation. Could be called 'FocusedWindow'
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  NavId ;                               // Focused item for navigation
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  NavFocusScopeId ;                     // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiFocusScopeData >  NavFocusRoute ;                 // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  NavActivateId ;                       // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  NavActivateDownId ;                   // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  NavActivatePressedId ;                // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiActivateFlags       NavActivateFlags ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  NavHighlightActivatedId ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    NavHighlightActivatedTimer ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  NavJustMovedToId ;                    // Just navigated to this id (result of a successfully MoveRequest).
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  NavJustMovedToFocusScopeId ;          // Just navigated to this focus scope id (result of a successfully MoveRequest).
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiKeyChord            NavJustMovedToKeyMods ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  NavNextActivateId ;                   // Set by ActivateItem(), queued until next frame.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiActivateFlags       NavNextActivateFlags ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiInputSource         NavInputSource ;                      // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiNavLayer            NavLayer ;                            // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiSelectionUserData   NavLastValidSelectionUserData ;       // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data.
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     NavIdIsAlive ;                        // Nav widget has been seen this frame ~~ NavRectRel is valid
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     NavMousePosDirty ;                    // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     NavDisableHighlight ;                 // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     NavDisableMouseHover ;                // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Navigation: Init & Move Requests
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     NavAnyRequest ;                       // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     NavInitRequest ;                      // Init request for appearing window to select first item
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     NavInitRequestFromMove ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiNavItemData         NavInitResult ;                       // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     NavMoveSubmitted ;                    // Move request submitted, will process result on next NewFrame()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     NavMoveScoringItems ;                 // Move request submitted, still scoring incoming items
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     NavMoveForwardToNextFrame ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavMoveFlags        NavMoveFlags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiScrollFlags         NavMoveScrollFlags ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiKeyChord            NavMoveKeyMods ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiDir                 NavMoveDir ;                          // Direction of the move request (left/right/up/down)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDir                 NavMoveDirForDebug ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiDir                 NavMoveClipDir ;                      // FIXME-NAV: Describe the purpose of this better. Might want to rename?
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect                   NavScoringRect ;                      // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   NavScoringNoClipRect ;                // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      NavScoringDebugCount ;                // Metrics for debugging
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      NavTabbingDir ;                       // Generally -1 or +1, 0 when tabbing without a nav id
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      NavTabbingCounter ;                   // >0 when counting items for tabbing
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavItemData         NavMoveResultLocal ;                  // Best move request candidate within NavWindow
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavItemData         NavMoveResultLocalVisible ;           // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavItemData         NavMoveResultOther ;                  // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiNavItemData         NavTabbingResultFirst ;               // First tabbing request candidate within NavWindow and flattened hierarchy
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiKeyChord            ConfigNavWindowingKeyNext ;           // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiKeyChord            ConfigNavWindowingKeyPrev ;           // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindow *             NavWindowingTarget ;                  // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *             NavWindowingTargetAnim ;              // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *             NavWindowingListWindow ;              // Internal window actually listing the CTRL+Tab contents
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    NavWindowingTimer ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    NavWindowingHighlightAlpha ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     NavWindowingToggleLayer ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiKey                 NavWindowingToggleKey ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   NavWindowingAccumDeltaPos ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   NavWindowingAccumDeltaSize ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Render
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    DimBgRatio ;                          // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Drag and Drop
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     DragDropActive ; 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     DragDropWithinSource ;                // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     DragDropWithinTarget ;                // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiDragDropFlags       DragDropSourceFlags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      DragDropSourceFrameCount ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      DragDropMouseButton ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiPayload             DragDropPayload ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect                   DragDropTargetRect ;                  // Store rectangle of current target candidate (we favor small targets when overlapping)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect                   DragDropTargetClipRect ;              // Store ClipRect at the time of item's drawing
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  DragDropTargetId ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDragDropFlags       DragDropAcceptFlags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    DragDropAcceptIdCurrRectSurface ;     // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  DragDropAcceptIdCurr ;                // Target item id (set at the time of accepting the payload)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  DragDropAcceptIdPrev ;                // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      DragDropAcceptFrameCount ;            // Last time a target expressed a desire to accept the source
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  DragDropHoldJustPressedId ;           // Set when holding a payload just made ButtonBehavior() return a press.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < unsigned  char >  DragDropPayloadBufHeap ;              // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    unsigned  char            DragDropPayloadBufLocal [ 16 ] ;         // Local buffer for small payloads
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Clipper
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                              ClipperTempDataStacked ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiListClipperData >   ClipperTempData ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Tables
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTable *                      CurrentTable ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                          DebugBreakInTable ;           // Set to break in BeginTable() call.
 
							 
						 
					
						
							
								
									
										
										
										
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								    int                              TablesTempDataStacked ;       // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiTableTempData >     TablesTempData ;              // Temporary table data (buffers reused/shared across instances, support nesting)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImPool < ImGuiTable >               Tables ;                      // Persistent table data
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVector < float >                  TablesLastTimeActive ;        // Last used timestamp of each tables (SOA, for efficient GC)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImDrawChannel >          DrawChannelsTempMergeBuffer ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Tab bars
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTabBar *                     CurrentTabBar ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImPool < ImGuiTabBar >              TabBars ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiPtrOrIndex >        CurrentTabBarStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiShrinkWidthItem >   ShrinkWidthBuffer ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Hover Delay system
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  HoverItemDelayId ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  HoverItemDelayIdPreviousFrame ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    HoverItemDelayTimer ;                 // Currently used by IsItemHovered()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    HoverItemDelayClearTimer ;            // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  HoverItemUnlockedStationaryId ;       // Mouse has once been stationary on this item. Only reset after departing the item.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  HoverWindowUnlockedStationaryId ;     // Mouse has once been stationary on this window. Only reset after departing the window.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Mouse state
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiMouseCursor         MouseCursor ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    MouseStationaryTimer ;                // Time the mouse has been stationary (with some loose heuristic)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   MouseLastValidPos ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Widget state
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiInputTextState      InputTextState ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiInputTextDeactivatedState  InputTextDeactivatedState ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImFont                   InputTextPasswordFont ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  TempInputId ;                         // Temporary text input when CTRL+clicking on a slider, etc.
 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      BeginMenuDepth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      BeginComboDepth ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiColorEditFlags      ColorEditOptions ;                    // Store user options for color edit widgets
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  ColorEditCurrentID ;                  // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  ColorEditSavedID ;                    // ID we are saving/restoring HS for
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    ColorEditSavedHue ;                   // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    ColorEditSavedSat ;                   // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32                    ColorEditSavedColor ;                 // RGB value with alpha set to 0.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec4                   ColorPickerRef ;                      // Initial/reference color at the time of opening the color picker.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiComboPreviewData    ComboPreviewData ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect                   WindowResizeBorderExpectedRect ;      // Expected border rect, switch to relative edit if moving
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     WindowResizeRelativeMode ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    SliderGrabClickOffset ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    SliderCurrentAccum ;                  // Accumulated slider delta when using navigation controls.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     SliderCurrentAccumDirty ;             // Has the accumulated slider delta changed since last time we tried to apply it?
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     DragCurrentAccumDirty ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    DragCurrentAccum ;                    // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    DragSpeedDefaultRatio ;               // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    float                    ScrollbarClickDeltaToGrabCenter ;     // Distance between mouse and center of grab box, normalized in parent space. Use storage?
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    DisabledAlphaBackup ;                 // Backup for style.Alpha for BeginDisabled()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short                    DisabledStackSize ; 
							 
						 
					
						
							
								
									
										
										
										
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								    short                    LockMarkEdited ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    short                    TooltipOverrideCount ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVector < char >           ClipboardHandlerData ;                // If no custom clipboard handler is defined
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiID >        MenusIdSubmittedThisFrame ;           // A list of menu IDs that were rendered at least once
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTypingSelectState   TypingSelectState ;                   // State for GetTypingSelectRequest()
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Platform support
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiPlatformImeData     PlatformImeData ;                     // Data updated by current frame
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiPlatformImeData     PlatformImeDataPrev ;                 // Previous frame data (when changing we will call io.SetPlatformImeDataFn
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Settings
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     SettingsLoaded ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    SettingsDirtyTimer ;                  // Save .ini Settings to memory when time reaches zero
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTextBuffer          SettingsIniData ;                     // In memory .ini settings
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiSettingsHandler >       SettingsHandlers ;        // List of .ini settings handlers
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImChunkStream < ImGuiWindowSettings >   SettingsWindows ;         // ImGuiWindow .ini settings entries
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImChunkStream < ImGuiTableSettings >    SettingsTables ;          // ImGuiTable .ini settings entries
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiContextHook >           Hooks ;                   // Hooks for extensions (e.g. test engine)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                              HookIdNext ;              // Next available HookId
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Localization
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  char *              LocalizationTable [ ImGuiLocKey_COUNT ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Capture/Logging
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     LogEnabled ;                          // Currently capturing
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLogType             LogType ;                             // Capture target
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImFileHandle             LogFile ;                             // If != NULL log to stdout/ file
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTextBuffer          LogBuffer ;                           // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
 
							 
						 
					
						
							
								
									
										
										
										
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								    const  char *              LogNextPrefix ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    const  char *              LogNextSuffix ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    LogLinePosY ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     LogLineFirstItem ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      LogDepthRef ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      LogDepthToExpand ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      LogDepthToExpandDefault ;             // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Debug Tools
 
							 
						 
					
						
							
								
									
										
										
										
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								    // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiDebugLogFlags       DebugLogFlags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTextBuffer          DebugLogBuf ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTextIndex           DebugLogIndex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugLogFlags       DebugLogAutoDisableFlags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8                     DebugLogAutoDisableFrames ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8                     DebugLocateFrames ;                   // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     DebugBreakInLocateId ;                // Debug break in ItemAdd() call for g.DebugLocateId.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiKeyChord            DebugBreakKeyChord ;                  // = ImGuiKey_Pause
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS8                     DebugBeginReturnValueCullDepth ;      // Cycle between 0..9 then wrap around.
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     DebugItemPickerActive ;               // Item picker is active (started with DebugStartItemPicker())
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImU8                     DebugItemPickerMouseButton ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  DebugItemPickerBreakId ;              // Will call IM_DEBUG_BREAK() when encountering this ID
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    DebugFlashStyleColorTime ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec4                   DebugFlashStyleColorBackup ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiMetricsConfig       DebugMetricsConfig ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiIDStackTool         DebugIDStackTool ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDebugAllocInfo      DebugAllocInfo ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Misc
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    FramerateSecPerFrame [ 60 ] ;            // Calculate estimate of framerate for user over the last 60 frames..
 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      FramerateSecPerFrameIdx ; 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      FramerateSecPerFrameCount ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    FramerateSecPerFrameAccum ; 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      WantCaptureMouseNextFrame ;           // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      WantCaptureKeyboardNextFrame ;        // "
 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      WantTextInputNextFrame ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVector < char >           TempBuffer ;                          // Temporary text buffer
 
							 
						 
					
						
							
								
									
										
										
										
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								    char                     TempKeychordName [ 64 ] ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiContext ( ImFontAtlas *  shared_font_atlas ) 
							 
						 
					
						
							
								
									
										
										
										
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								    { 
							 
						 
					
						
							
								
									
										
										
										
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								        IO . Ctx  =  this ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        InputTextState . Ctx  =  this ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								        Initialized  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
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								        FontAtlasOwnedByContext  =  shared_font_atlas  ?  false  :  true ; 
							 
						 
					
						
							
								
									
										
										
										
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								        Font  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        FontSize  =  FontBaseSize  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        IO . Fonts  =  shared_font_atlas  ?  shared_font_atlas  :  IM_NEW ( ImFontAtlas ) ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        Time  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        FrameCount  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        FrameCountEnded  =  FrameCountRendered  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        WithinFrameScope  =  WithinFrameScopeWithImplicitWindow  =  WithinEndChild  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        GcCompactAll  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        TestEngineHookItems  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        TestEngine  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
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								        InputEventsNextMouseSource  =  ImGuiMouseSource_Mouse ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        InputEventsNextEventId  =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								        WindowsActiveCount  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        CurrentWindow  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        HoveredWindow  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        HoveredWindowUnderMovingWindow  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
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								        MovingWindow  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        WheelingWindow  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
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								        WheelingWindowStartFrame  =  WheelingWindowScrolledFrame  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        WheelingWindowReleaseTimer  =  0.0f ; 
							 
						 
					
						
							
								
									
										
										
										
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								        DebugHookIdInfo  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
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								        HoveredId  =  HoveredIdPreviousFrame  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
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								        HoveredIdAllowOverlap  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
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								        HoveredIdDisabled  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        HoveredIdTimer  =  HoveredIdNotActiveTimer  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ActiveId  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ActiveIdIsAlive  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ActiveIdTimer  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ActiveIdIsJustActivated  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ActiveIdAllowOverlap  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
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								        ActiveIdNoClearOnFocusLoss  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
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								        ActiveIdHasBeenPressedBefore  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ActiveIdHasBeenEditedBefore  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ActiveIdHasBeenEditedThisFrame  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
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								        ActiveIdFromShortcut  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ActiveIdClickOffset  =  ImVec2 ( - 1 ,  - 1 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								        ActiveIdWindow  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        ActiveIdSource  =  ImGuiInputSource_None ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ActiveIdMouseButton  =  - 1 ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ActiveIdPreviousFrame  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ActiveIdPreviousFrameIsAlive  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ActiveIdPreviousFrameHasBeenEditedBefore  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ActiveIdPreviousFrameWindow  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
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								        LastActiveId  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        LastActiveIdTimer  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        LastKeyboardKeyPressTime  =  LastKeyModsChangeTime  =  LastKeyModsChangeFromNoneTime  =  - 1.0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ActiveIdUsingNavDirMask  =  0x00 ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ActiveIdUsingAllKeyboardKeys  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_DISABLE_OBSOLETE_KEYIO 
  
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ActiveIdUsingNavInputMask  =  0x00 ; 
							 
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
									
										
										
										
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											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        CurrentFocusScopeId  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        CurrentItemFlags  =  ImGuiItemFlags_None ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DebugShowGroupRects  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
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								        NavWindow  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
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								        NavId  =  NavFocusScopeId  =  NavActivateId  =  NavActivateDownId  =  NavActivatePressedId  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        NavJustMovedToId  =  NavJustMovedToFocusScopeId  =  NavNextActivateId  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavActivateFlags  =  NavNextActivateFlags  =  ImGuiActivateFlags_None ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        NavHighlightActivatedId  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavHighlightActivatedTimer  =  0.0f ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        NavJustMovedToKeyMods  =  ImGuiMod_None ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavInputSource  =  ImGuiInputSource_Keyboard ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        NavLayer  =  ImGuiNavLayer_Main ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        NavLastValidSelectionUserData  =  ImGuiSelectionUserData_Invalid ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        NavIdIsAlive  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavMousePosDirty  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavDisableHighlight  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavDisableMouseHover  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavAnyRequest  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavInitRequest  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavInitRequestFromMove  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        NavMoveSubmitted  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavMoveScoringItems  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavMoveForwardToNextFrame  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavMoveFlags  =  ImGuiNavMoveFlags_None ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavMoveScrollFlags  =  ImGuiScrollFlags_None ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        NavMoveKeyMods  =  ImGuiMod_None ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        NavMoveDir  =  NavMoveDirForDebug  =  NavMoveClipDir  =  ImGuiDir_None ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavScoringDebugCount  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavTabbingDir  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavTabbingCounter  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ConfigNavWindowingKeyNext  =  ImGuiMod_Ctrl  |  ImGuiKey_Tab ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ConfigNavWindowingKeyPrev  =  ImGuiMod_Ctrl  |  ImGuiMod_Shift  |  ImGuiKey_Tab ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        NavWindowingTarget  =  NavWindowingTargetAnim  =  NavWindowingListWindow  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavWindowingTimer  =  NavWindowingHighlightAlpha  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NavWindowingToggleLayer  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        NavWindowingToggleKey  =  ImGuiKey_None ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DimBgRatio  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DragDropActive  =  DragDropWithinSource  =  DragDropWithinTarget  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DragDropSourceFlags  =  ImGuiDragDropFlags_None ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        DragDropSourceFrameCount  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DragDropMouseButton  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DragDropTargetId  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DragDropAcceptFlags  =  ImGuiDragDropFlags_None ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        DragDropAcceptIdCurrRectSurface  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DragDropAcceptIdPrev  =  DragDropAcceptIdCurr  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DragDropAcceptFrameCount  =  - 1 ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DragDropHoldJustPressedId  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        memset ( DragDropPayloadBufLocal ,  0 ,  sizeof ( DragDropPayloadBufLocal ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ClipperTempDataStacked  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        CurrentTable  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        TablesTempDataStacked  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        CurrentTabBar  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        HoverItemDelayId  =  HoverItemDelayIdPreviousFrame  =  HoverItemUnlockedStationaryId  =  HoverWindowUnlockedStationaryId  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        HoverItemDelayTimer  =  HoverItemDelayClearTimer  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        MouseCursor  =  ImGuiMouseCursor_Arrow ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        MouseStationaryTimer  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        TempInputId  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        BeginMenuDepth  =  BeginComboDepth  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ColorEditOptions  =  ImGuiColorEditFlags_DefaultOptions_ ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ColorEditCurrentID  =  ColorEditSavedID  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ColorEditSavedHue  =  ColorEditSavedSat  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ColorEditSavedColor  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        WindowResizeRelativeMode  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        SliderGrabClickOffset  =  0.0f ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        SliderCurrentAccum  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        SliderCurrentAccumDirty  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        DragCurrentAccumDirty  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DragCurrentAccum  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DragSpeedDefaultRatio  =  1.0f  /  100.0f ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        ScrollbarClickDeltaToGrabCenter  =  0.0f ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DisabledAlphaBackup  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DisabledStackSize  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        LockMarkEdited  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        TooltipOverrideCount  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        PlatformImeData . InputPos  =  ImVec2 ( 0.0f ,  0.0f ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        PlatformImeDataPrev . InputPos  =  ImVec2 ( - 1.0f ,  - 1.0f ) ;  // Different to ensure initial submission
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        SettingsLoaded  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        SettingsDirtyTimer  =  0.0f ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        HookIdNext  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        memset ( LocalizationTable ,  0 ,  sizeof ( LocalizationTable ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        LogEnabled  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        LogType  =  ImGuiLogType_None ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        LogNextPrefix  =  LogNextSuffix  =  NULL ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        LogFile  =  NULL ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        LogLinePosY  =  FLT_MAX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        LogLineFirstItem  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        LogDepthRef  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        LogDepthToExpand  =  LogDepthToExpandDefault  =  2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DebugLogFlags  =  ImGuiDebugLogFlags_OutputToTTY ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DebugLocateId  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DebugLogAutoDisableFlags  =  ImGuiDebugLogFlags_None ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DebugLogAutoDisableFrames  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DebugLocateFrames  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DebugBeginReturnValueCullDepth  =  - 1 ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DebugItemPickerActive  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DebugItemPickerMouseButton  =  ImGuiMouseButton_Left ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DebugItemPickerBreakId  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        DebugFlashStyleColorTime  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DebugFlashStyleColorIdx  =  ImGuiCol_COUNT ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DebugBreakInWindow  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DebugBreakInTable  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DebugBreakInLocateId  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DebugBreakKeyChord  =  ImGuiKey_Pause ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DebugBreakInShortcutRouting  =  ImGuiKey_None ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        memset ( FramerateSecPerFrame ,  0 ,  sizeof ( FramerateSecPerFrame ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        FramerateSecPerFrameIdx  =  FramerateSecPerFrameCount  =  0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								        FramerateSecPerFrameAccum  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        WantCaptureMouseNextFrame  =  WantCaptureKeyboardNextFrame  =  WantTextInputNextFrame  =  - 1 ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								        memset ( TempKeychordName ,  0 ,  sizeof ( TempKeychordName ) ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// [SECTION] ImGuiWindowTempData, ImGuiWindow
  
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)
  
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImGuiWindowTempData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    // Layout
 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2                   CursorPos ;               // Current emitting position, in absolute coordinates.
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImVec2                   CursorPosPrevLine ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2                   CursorStartPos ;          // Initial position after Begin(), generally ~ window position + WindowPadding.
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2                   CursorMaxPos ;            // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   IdealMaxPos ;             // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame.
 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2                   CurrLineSize ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImVec2                   PrevLineSize ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    float                    CurrLineTextBaseOffset ;  // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    float                    PrevLineTextBaseOffset ; 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool                     IsSameLine ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool                     IsSetPos ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec1                   Indent ;                  // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec1                   ColumnsOffset ;           // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec1                   GroupOffset ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2                   CursorStartPosLossyness ; // Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area.
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Keyboard/Gamepad navigation
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImGuiNavLayer            NavLayerCurrent ;         // Current layer, 0..31 (we currently only use 0..1)
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    short                    NavLayersActiveMask ;     // Which layers have been written to (result from previous frame)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short                    NavLayersActiveMaskNext ; // Which layers have been written to (accumulator for current frame)
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool                     NavIsScrollPushableX ;    // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column.
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    bool                     NavHideHighlightOneFrame ; 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool                     NavWindowHasScrollY ;     // Set per window when scrolling can be used (== ScrollMax.y > 0.0f)
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Miscellaneous
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    bool                     MenuBarAppending ;        // FIXME: Remove this
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   MenuBarOffset ;           // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiMenuColumns         MenuColumns ;             // Simplified columns storage for menu items measurement
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      TreeDepth ;               // Current tree depth.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32                    TreeJumpToParentOnPopMask ;  // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiWindow * >   ChildWindows ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiStorage *            StateStorage ;            // Current persistent per-window storage (store e.g. tree node open/close state)
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiOldColumns *         CurrentColumns ;          // Current columns set
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                      CurrentTableIdx ;         // Current table index (into g.Tables)
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImGuiLayoutType          LayoutType ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiLayoutType          ParentLayoutType ;        // Layout type of parent window at the time of Begin()
 
							 
						 
					
						
							
								
									
										
										
										
											2024-03-28 07:38:30 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImU32                    ModalDimBgColor ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    // Local parameters stacks
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    float                    ItemWidth ;               // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    TextWrapPos ;             // Current text wrap pos.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < float >          ItemWidthStack ;          // Store item widths to restore (attention: .back() is not == ItemWidth)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < float >          TextWrapPosStack ;        // Store text wrap pos to restore (attention: .back() is not == TextWrapPos)
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Storage for one window
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  IMGUI_API  ImGuiWindow  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiContext *            Ctx ;                                 // Parent UI context (needs to be set explicitly by parent).
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    char *                    Name ;                                // Window name, owned by the window.
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  ID ;                                  // == ImHashStr(Name)
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiWindowFlags         Flags ;                               // See enum ImGuiWindowFlags_
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiChildFlags          ChildFlags ;                          // Set when window is a child window. See enum ImGuiChildFlags_
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiViewportP *          Viewport ;                            // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImVec2                   Pos ;                                 // Position (always rounded-up to nearest pixel)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   Size ;                                // Current size (==SizeFull or collapsed title bar size)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   SizeFull ;                            // Size when non collapsed
 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2                   ContentSize ;                         // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2                   ContentSizeIdeal ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-10-27 10:41:16 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2                   ContentSizeExplicit ;                 // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   WindowPadding ;                       // Window padding at the time of Begin().
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    WindowRounding ;                      // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    WindowBorderSize ;                    // Window border size at the time of Begin().
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    DecoOuterSizeX1 ,  DecoOuterSizeY1 ;    // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin().
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    DecoOuterSizeX2 ,  DecoOuterSizeY2 ;    // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    DecoInnerSizeX1 ,  DecoInnerSizeY1 ;    // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).
 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      NameBufLen ;                          // Size of buffer storing Name. May be larger than strlen(Name)!
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  MoveId ;                              // == window->GetID("#MOVE")
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  ChildId ;                             // ID of corresponding item in parent window (for navigation to return from child window to parent window)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   Scroll ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   ScrollMax ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   ScrollTarget ;                        // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   ScrollTargetCenterRatio ;             // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   ScrollTargetEdgeSnapDist ;            // 0.0f = no snapping, >0.0f snapping threshold
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                   ScrollbarSizes ;                      // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     ScrollbarX ,  ScrollbarY ;              // Are scrollbars visible?
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     Active ;                              // Set to true on Begin(), unless Collapsed
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     WasActive ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     WriteAccessed ;                       // Set to true when any widget access the current window
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     Collapsed ;                           // Set when collapsing window to become only title-bar
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     WantCollapseToggle ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     SkipItems ;                           // Set when items can safely be all clipped (e.g. window not visible or collapsed)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     Appearing ;                           // Set during the frame where the window is appearing (or re-appearing)
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     Hidden ;                              // Do not display (== HiddenFrames*** > 0)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     IsFallbackWindow ;                    // Set on the "Debug##Default" window.
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     IsExplicitChild ;                     // Set when passed _ChildWindow, left to false by BeginDocked()
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     HasCloseButton ;                      // Set when the window has a close button (p_open != NULL)
 
							 
						 
					
						
							
								
									
										
										
										
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								    signed  char              ResizeBorderHovered ;                 // Current border being hovered for resize (-1: none, otherwise 0-3)
 
							 
						 
					
						
							
								
									
										
										
										
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								    signed  char              ResizeBorderHeld ;                    // Current border being held for resize (-1: none, otherwise 0-3)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short                    BeginCount ;                          // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
 
							 
						 
					
						
							
								
									
										
										
										
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								    short                    BeginCountPreviousFrame ;             // Number of Begin() during the previous frame
 
							 
						 
					
						
							
								
									
										
										
										
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								    short                    BeginOrderWithinParent ;              // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short                    BeginOrderWithinContext ;             // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    short                    FocusOrder ;                          // Order within WindowsFocusOrder[], altered when windows are focused.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                  PopupId ;                             // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImS8                     AutoFitFramesX ,  AutoFitFramesY ; 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     AutoFitOnlyGrows ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiDir                 AutoPosLastDirection ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImS8                     HiddenFramesCanSkipItems ;            // Hide the window for N frames
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS8                     HiddenFramesCannotSkipItems ;         // Hide the window for N frames while allowing items to be submitted so we can measure their size
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS8                     HiddenFramesForRenderOnly ;           // Hide the window until frame N at Render() time only
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImS8                     DisableInputsFrames ;                 // Disable window interactions for N frames
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiCond                SetWindowPosAllowFlags  :  8 ;          // store acceptable condition flags for SetNextWindowPos() use.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiCond                SetWindowSizeAllowFlags  :  8 ;         // store acceptable condition flags for SetNextWindowSize() use.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiCond                SetWindowCollapsedAllowFlags  :  8 ;    // store acceptable condition flags for SetNextWindowCollapsed() use.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   SetWindowPosVal ;                     // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   SetWindowPosPivot ;                   // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVector < ImGuiID >        IDStack ;                             // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindowTempData      DC ;                                  // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
 
							 
						 
					
						
							
								
									
										
										
										
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								    // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.
 
							 
						 
					
						
							
								
									
										
										
										
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								    // The main 'OuterRect', omitted as a field, is window->Rect().
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   OuterRectClipped ;                    // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   InnerRect ;                           // Inner rectangle (omit title bar, menu bar, scroll bar)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   InnerClipRect ;                       // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect                   WorkRect ;                            // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   ParentWorkRect ;                      // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack?
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect                   ClipRect ;                            // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect                   ContentRegionRect ;                   // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2ih                 HitTestHoleSize ;                     // Define an optional rectangular hole where mouse will pass-through the window.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2ih                 HitTestHoleOffset ; 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      LastFrameActive ;                     // Last frame number the window was Active.
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    LastTimeActive ;                      // Last timestamp the window was Active (using float as we don't need high precision there)
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    ItemWidthDefault ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiStorage             StateStorage ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVector < ImGuiOldColumns >  ColumnsStorage ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float                    FontWindowScale ;                     // User scale multiplier per-window, via SetWindowFontScale()
 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      SettingsOffset ;                      // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImDrawList *              DrawList ;                            // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImDrawList               DrawListInst ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindow *             ParentWindow ;                        // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *             ParentWindowInBeginStack ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *             RootWindow ;                          // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *             RootWindowPopupTree ;                 // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindow *             RootWindowForTitleBarHighlight ;      // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *             RootWindowForNav ;                    // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindow *             ParentWindowForFocusRoute ;           // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiWindow *             NavLastChildNavWindow ;               // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  NavLastIds [ ImGuiNavLayer_COUNT ] ;     // Last known NavId for this window, per layer (0/1)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   NavRectRel [ ImGuiNavLayer_COUNT ] ;     // Reference rectangle, in window relative space
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                   NavPreferredScoringPosRel [ ImGuiNavLayer_COUNT ] ;  // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  NavRootFocusScopeId ;                 // Focus Scope ID at the time of Begin()
 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      MemoryDrawListIdxCapacity ;           // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
 
							 
						 
					
						
							
								
									
										
										
										
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								    int                      MemoryDrawListVtxCapacity ; 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                     MemoryCompacted ;                     // Set when window extraneous data have been garbage collected
 
							 
						 
					
						
							
								
									
										
										
										
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								public :  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow ( ImGuiContext *  context ,  const  char *  name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ~ ImGuiWindow ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID      GetID ( const  char *  str ,  const  char *  str_end  =  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID      GetID ( const  void *  ptr ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID      GetID ( int  n ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID      GetIDFromRectangle ( const  ImRect &  r_abs ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // We don't use g.FontSize because the window may be != g.CurrentWindow.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect       Rect ( )  const             {  return  ImRect ( Pos . x ,  Pos . y ,  Pos . x  +  Size . x ,  Pos . y  +  Size . y ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    float        CalcFontSize ( )  const     {  ImGuiContext &  g  =  * Ctx ;  float  scale  =  g . FontBaseSize  *  FontWindowScale ;  if  ( ParentWindow )  scale  * =  ParentWindow - > FontWindowScale ;  return  scale ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float        TitleBarHeight ( )  const   {  ImGuiContext &  g  =  * Ctx ;  return  ( Flags  &  ImGuiWindowFlags_NoTitleBar )  ?  0.0f  :  CalcFontSize ( )  +  g . Style . FramePadding . y  *  2.0f ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect       TitleBarRect ( )  const     {  return  ImRect ( Pos ,  ImVec2 ( Pos . x  +  SizeFull . x ,  Pos . y  +  TitleBarHeight ( ) ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    float        MenuBarHeight ( )  const    {  ImGuiContext &  g  =  * Ctx ;  return  ( Flags  &  ImGuiWindowFlags_MenuBar )  ?  DC . MenuBarOffset . y  +  CalcFontSize ( )  +  g . Style . FramePadding . y  *  2.0f  :  0.0f ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect       MenuBarRect ( )  const      {  float  y1  =  Pos . y  +  TitleBarHeight ( ) ;  return  ImRect ( Pos . x ,  y1 ,  Pos . x  +  SizeFull . x ,  y1  +  MenuBarHeight ( ) ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
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								// [SECTION] Tab bar, Tab item support
  
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Extend ImGuiTabBarFlags_
  
						 
					
						
							
								
									
										
										
										
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								enum  ImGuiTabBarFlagsPrivate_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTabBarFlags_DockNode                    =  1  < <  20 ,   // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTabBarFlags_IsFocused                   =  1  < <  21 , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTabBarFlags_SaveSettings                =  1  < <  22 ,   // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Extend ImGuiTabItemFlags_
  
						 
					
						
							
								
									
										
										
										
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								enum  ImGuiTabItemFlagsPrivate_  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiTabItemFlags_SectionMask_               =  ImGuiTabItemFlags_Leading  |  ImGuiTabItemFlags_Trailing , 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTabItemFlags_NoCloseButton              =  1  < <  20 ,   // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTabItemFlags_Button                     =  1  < <  21 ,   // Used by TabItemButton, change the tab item behavior to mimic a button
 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// Storage for one active tab item (sizeof() 40 bytes)
  
						 
					
						
							
								
									
										
										
										
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								struct  ImGuiTabItem  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID              ID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTabItemFlags    Flags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                  LastFrameVisible ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                  LastFrameSelected ;       // This allows us to infer an ordered list of the last activated tabs with little maintenance
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                Offset ;                  // Position relative to beginning of tab
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                Width ;                   // Width currently displayed
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                ContentWidth ;            // Width of label, stored during BeginTabItem() call
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                RequestedWidth ;          // Width optionally requested by caller, -1.0f is unused
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS32                NameOffset ;              // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImS16                BeginOrder ;              // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImS16                IndexDuringLayout ;       // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions.
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                 WantClose ;               // Marked as closed by SetTabItemClosed()
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTabItem ( )       {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  LastFrameVisible  =  LastFrameSelected  =  - 1 ;  RequestedWidth  =  - 1.0f ;  NameOffset  =  - 1 ;  BeginOrder  =  IndexDuringLayout  =  - 1 ;  } 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// Storage for a tab bar (sizeof() 152 bytes)
  
						 
					
						
							
								
									
										
										
										
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								struct  IMGUI_API  ImGuiTabBar  
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiTabItem >  Tabs ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTabBarFlags     Flags ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID              ID ;                      // Zero for tab-bars used by docking
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID              SelectedTabId ;           // Selected tab/window
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID              NextSelectedTabId ;       // Next selected tab/window. Will also trigger a scrolling animation
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID              VisibleTabId ;            // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                  CurrFrameVisible ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                  PrevFrameVisible ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect               BarRect ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float                CurrTabsContentsHeight ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                PrevTabsContentsHeight ;  // Record the height of contents submitted below the tab bar
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                WidthAllTabs ;            // Actual width of all tabs (locked during layout)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                WidthAllTabsIdeal ;       // Ideal width if all tabs were visible and not clipped
 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    float                ScrollingAnim ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                ScrollingTarget ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                ScrollingTargetDistToVisibility ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                ScrollingSpeed ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float                ScrollingRectMinX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                ScrollingRectMaxX ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float                SeparatorMinX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                SeparatorMaxX ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiID              ReorderRequestTabId ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImS16                ReorderRequestOffset ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImS8                 BeginCount ; 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                 WantLayout ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                 VisibleTabWasSubmitted ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool                 TabsAddedNew ;            // Set to true when a new tab item or button has been added to the tab bar during last frame
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS16                TabsActiveCount ;         // Number of tabs submitted this frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS16                LastTabItemIdx ;          // Index of last BeginTabItem() tab for use by EndTabItem()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                ItemSpacingY ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImVec2               FramePadding ;            // style.FramePadding locked at the time of BeginTabBar()
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImVec2               BackupCursorPos ; 
							 
						 
					
						
							
								
									
										
										
										
											2019-09-09 07:01:26 +00:00 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								    ImGuiTextBuffer      TabsNames ;               // For non-docking tab bar we re-append names in a contiguous buffer.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTabBar ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// [SECTION] Table support
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IM_COL32_DISABLE                IM_COL32(0,0,0,1)    // Special sentinel code which cannot be used as a regular color.
  
						 
					
						
							
								
									
										
										
										
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								# define IMGUI_TABLE_MAX_COLUMNS         512                  // May be further lifted
  
						 
					
						
							
								
									
										
										
										
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								// Our current column maximum is 64 but we may raise that in the future.
  
						 
					
						
							
								
									
										
										
										
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								typedef  ImS16  ImGuiTableColumnIdx ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								typedef  ImU16  ImGuiTableDrawChannelIdx ;  
						 
					
						
							
								
									
										
										
										
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								// [Internal] sizeof() ~ 112
  
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped".
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTableColumn  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnFlags    Flags ;                           // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    WidthGiven ;                      // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    MinX ;                            // Absolute positions
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    MaxX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    WidthRequest ;                    // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    WidthAuto ;                       // Automatic width
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    StretchWeight ;                   // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    InitStretchWeightOrWidth ;        // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                   ClipRect ;                        // Clipping rectangle for the column
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  UserID ;                          // Optional, value passed to TableSetupColumn()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    WorkMinX ;                        // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    WorkMaxX ;                        // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    ItemWidth ;                       // Current item width for the column, preserved across rows
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    ContentMaxXFrozen ;               // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    ContentMaxXUnfrozen ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    ContentMaxXHeadersUsed ;          // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    ContentMaxXHeadersIdeal ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS16                    NameOffset ;                      // Offset into parent ColumnsNames[]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx      DisplayOrder ;                    // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx      IndexWithinEnabledSet ;           // Index within enabled/visible set (<= IndexToDisplayOrder)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx      PrevEnabledColumn ;               // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx      NextEnabledColumn ;               // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx      SortOrder ;                       // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableDrawChannelIdx  DrawChannelCurrent ;             // Index within DrawSplitter.Channels[]
 
							 
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImGuiTableDrawChannelIdx  DrawChannelFrozen ;              // Draw channels for frozen rows (often headers)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableDrawChannelIdx  DrawChannelUnfrozen ;            // Draw channels for unfrozen rows
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     IsEnabled ;                       // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     IsUserEnabled ;                   // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     IsUserEnabledNextFrame ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    bool                     IsVisibleX ;                      // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     IsVisibleY ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     IsRequestOutput ;                 // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     IsSkipItems ;                     // Do we want item submissions to this column to be completely ignored (no layout will happen).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                     IsPreserveWidthAuto ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS8                     NavLayerCurrent ;                 // ImGuiNavLayer in 1 byte
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8                     AutoFitQueue ;                    // Queue of 8 values for the next 8 frames to request auto-fit
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8                     CannotSkipItemsQueue ;            // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8                     SortDirection  :  2 ;               // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8                     SortDirectionsAvailCount  :  2 ;    // Number of available sort directions (0 to 3)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8                     SortDirectionsAvailMask  :  4 ;     // Mask of available sort directions (1-bit each)
 
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								    ImU8                     SortDirectionsAvailList ;         // Ordered list of available sort directions (2-bits each, total 8-bits)
 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-16 09:28:01 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumn ( ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        memset ( this ,  0 ,  sizeof ( * this ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        StretchWeight  =  WidthRequest  =  - 1.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        NameOffset  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DisplayOrder  =  IndexWithinEnabledSet  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        PrevEnabledColumn  =  NextEnabledColumn  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        SortOrder  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        SortDirection  =  ImGuiSortDirection_None ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DrawChannelCurrent  =  DrawChannelFrozen  =  DrawChannelUnfrozen  =  ( ImU8 ) - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Transient cell data stored per row.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// sizeof() ~ 6
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTableCellData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32                        BgColor ;     // Actual color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          Column ;      // Column number
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2024-01-14 10:24:00 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// sizeof() ~ 24 bytes
  
						 
					
						
							
								
									
										
										
										
											2022-07-08 13:06:09 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								struct  ImGuiTableInstanceData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    ImGuiID                      TableInstanceID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        LastOuterHeight ;             // Outer height from last frame
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        LastTopHeadersRowHeight ;     // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        LastFrozenHeight ;            // Height of frozen section from last frame
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                          HoveredRowLast ;              // Index of row which was hovered last frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                          HoveredRowNext ;              // Index of row hovered this frame, set after encountering it.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableInstanceData ( )     {  TableInstanceID  =  0 ;  LastOuterHeight  =  LastTopHeadersRowHeight  =  LastFrozenHeight  =  0.0f ;  HoveredRowLast  =  HoveredRowNext  =  - 1 ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// sizeof() ~ 580 bytes + heap allocs described in TableBeginInitMemory()
  
						 
					
						
							
								
									
										
										
										
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								struct  IMGUI_API  ImGuiTable  
						 
					
						
							
								
									
										
										
										
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								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                      ID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableFlags              Flags ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    void *                        RawData ;                     // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableTempData *          TempData ;                    // Transient data while table is active. Point within g.CurrentTableStack[]
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImSpan < ImGuiTableColumn >     Columns ;                     // Point within RawData[]
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImSpan < ImGuiTableColumnIdx >  DisplayOrderToIndex ;         // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImSpan < ImGuiTableCellData >   RowCellData ;                 // Point within RawData[]. Store cells background requests for current row.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImBitArrayPtr                EnabledMaskByDisplayOrder ;   // Column DisplayOrder -> IsEnabled map
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImBitArrayPtr                EnabledMaskByIndex ;          // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImBitArrayPtr                VisibleMaskByIndex ;          // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableFlags              SettingsLoadedFlags ;         // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                          SettingsOffset ;              // Offset in g.SettingsTables
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                          LastFrameActive ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                          ColumnsCount ;                // Number of columns declared in BeginTable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                          CurrentRow ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                          CurrentColumn ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS16                        InstanceCurrent ;             // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImS16                        InstanceInteracted ;          // Mark which instance (generally 0) of the same ID is being interacted with
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        RowPosY1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        RowPosY2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        RowMinHeight ;                // Height submitted to TableNextRow()
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                        RowCellPaddingY ;             // Top and bottom padding. Reloaded during row change.
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                        RowTextBaseline ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        RowIndentOffsetX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableRowFlags           RowFlags  :  16 ;               // Current row flags, see ImGuiTableRowFlags_
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableRowFlags           LastRowFlags  :  16 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                          RowBgColorCounter ;           // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32                        RowBgColor [ 2 ] ;               // Background color override for current row.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32                        BorderColorStrong ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU32                        BorderColorLight ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        BorderX1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        BorderX2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        HostIndentX ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        MinColumnWidth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        OuterPaddingX ; 
							 
						 
					
						
							
								
									
										
										
										
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								    float                        CellPaddingX ;                // Padding from each borders. Locked in BeginTable()/Layout.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        CellSpacingX1 ;               // Spacing between non-bordered cells. Locked in BeginTable()/Layout.
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                        CellSpacingX2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        InnerWidth ;                  // User value passed to BeginTable(), see comments at the top of BeginTable() for details.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        ColumnsGivenWidth ;           // Sum of current column width
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        ColumnsAutoFitWidth ;         // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                        ColumnsStretchSumWeights ;    // Sum of weight of all enabled stretching columns
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                        ResizedColumnNextWidth ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        ResizeLockMinContentsX2 ;     // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        RefScale ;                    // Reference scale to be able to rescale columns on font/dpi changes.
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                        AngledHeadersHeight ;         // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        AngledHeadersSlope ;          // Set by TableAngledHeadersRow(), used in TableUpdateLayout()
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect                       OuterRect ;                   // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                       InnerRect ;                   // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                       WorkRect ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                       InnerClipRect ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect                       BgClipRect ;                  // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImRect                       Bg0ClipRectForDrawCmd ;       // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                       Bg2ClipRectForDrawCmd ;       // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                       HostClipRect ;                // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                       HostBackupInnerClipRect ;     // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *                 OuterWindow ;                 // Parent window for the table
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiWindow *                 InnerWindow ;                 // Window holding the table data (== OuterWindow or a child window)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTextBuffer              ColumnsNames ;                // Contiguous buffer holding columns names
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImDrawListSplitter *          DrawSplitter ;                // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableInstanceData       InstanceDataFirst ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVector < ImGuiTableInstanceData >     InstanceDataExtra ;   // FIXME-OPT: Using a small-vector pattern would be good.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableColumnSortSpecs    SortSpecsSingle ; 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVector < ImGuiTableColumnSortSpecs >  SortSpecsMulti ;      // FIXME-OPT: Using a small-vector pattern would be good.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableSortSpecs          SortSpecs ;                   // Public facing sorts specs, this is what we return in TableGetSortSpecs()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          SortSpecsCount ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          ColumnsEnabledCount ;         // Number of enabled columns (<= ColumnsCount)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          ColumnsEnabledFixedCount ;    // Number of enabled columns (<= ColumnsCount)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          DeclColumnsCount ;            // Count calls to TableSetupColumn()
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableColumnIdx          AngledHeadersCount ;          // Count columns with angled headers
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableColumnIdx          HoveredColumnBody ;           // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          HoveredColumnBorder ;         // Index of column whose right-border is being hovered (for resizing).
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableColumnIdx          HighlightColumnHeader ;       // Index of column which should be highlighted.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableColumnIdx          AutoFitSingleColumn ;         // Index of single column requesting auto-fit.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          ResizedColumn ;               // Index of column being resized. Reset when InstanceCurrent==0.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          LastResizedColumn ;           // Index of column being resized from previous frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          HeldHeaderColumn ;            // Index of column header being held.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          ReorderColumn ;               // Index of column being reordered. (not cleared)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          ReorderColumnDir ;            // -1 or +1
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableColumnIdx          LeftMostEnabledColumn ;       // Index of left-most non-hidden column.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          RightMostEnabledColumn ;      // Index of right-most non-hidden column.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableColumnIdx          LeftMostStretchedColumn ;     // Index of left-most stretched column.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          RightMostStretchedColumn ;    // Index of right-most stretched column.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          ContextPopupColumn ;          // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          FreezeRowsRequest ;           // Requested frozen rows count
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          FreezeRowsCount ;             // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          FreezeColumnsRequest ;        // Requested frozen columns count
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          FreezeColumnsCount ;          // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          RowCellDataCurrent ;          // Index of current RowCellData[] entry in current row
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableDrawChannelIdx     DummyDrawChannel ;            // Redirect non-visible columns here.
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableDrawChannelIdx     Bg2DrawChannelCurrent ;       // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTableDrawChannelIdx     Bg2DrawChannelUnfrozen ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsLayoutLocked ;              // Set by TableUpdateLayout() which is called when beginning the first row.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsInsideRow ;                 // Set when inside TableBeginRow()/TableEndRow().
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsInitializing ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsSortSpecsDirty ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsUsingHeaders ;              // Set when the first row had the ImGuiTableRowFlags_Headers flag.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsContextPopupOpen ;          // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                         DisableDefaultContextMenu ;   // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup()
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                         IsSettingsRequestLoad ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsSettingsDirty ;             // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsDefaultDisplayOrder ;       // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsResetAllRequest ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsResetDisplayOrderRequest ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsUnfrozenRows ;              // Set when we got past the frozen row.
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                         IsDefaultSizingPolicy ;       // Set if user didn't explicitly set a sizing policy in BeginTable()
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                         IsActiveIdAliveBeforeTable ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         IsActiveIdInTable ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         HasScrollbarYCurr ;           // Whether ANY instance of this table had a vertical scrollbar during the current frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         HasScrollbarYPrev ;           // Whether ANY instance of this table had a vertical scrollbar during the previous.
 
							 
						 
					
						
							
								
									
										
										
										
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								    bool                         MemoryCompacted ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         HostSkipItems ;               // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    ImGuiTable ( )                 {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  LastFrameActive  =  - 1 ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ~ ImGuiTable ( )                {  IM_FREE ( RawData ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
  
						 
					
						
							
								
									
										
										
										
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								// sizeof() ~ 120 bytes.
  
						 
					
						
							
								
									
										
										
										
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								struct  IMGUI_API  ImGuiTableTempData  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                          TableIndex ;                  // Index in g.Tables.Buf[] pool
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        LastTimeActive ;              // Last timestamp this structure was used
 
							 
						 
					
						
							
								
									
										
										
										
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								    float                        AngledHeadersExtraWidth ;     // Used in EndTable()
 
							 
						 
					
						
							
								
									
										
										
										
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								    ImVec2                       UserOuterSize ;               // outer_size.x passed to BeginTable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImDrawListSplitter           DrawSplitter ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                       HostBackupWorkRect ;          // Backup of InnerWindow->WorkRect at the end of BeginTable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImRect                       HostBackupParentWorkRect ;    // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                       HostBackupPrevLineSize ;      // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                       HostBackupCurrLineSize ;      // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec2                       HostBackupCursorMaxPos ;      // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImVec1                       HostBackupColumnsOffset ;     // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        HostBackupItemWidth ;         // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    int                          HostBackupItemWidthStackSize ; //Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableTempData ( )         {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  LastTimeActive  =  - 1.0f ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// sizeof() ~ 12
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTableColumnSettings  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                    WidthOrWeight ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                  UserID ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx      Index ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx      DisplayOrder ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx      SortOrder ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8                     SortDirection  :  2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8                     IsEnabled  :  1 ;  // "Visible" in ini file
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImU8                     IsStretch  :  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnSettings ( ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        WidthOrWeight  =  0.0f ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        UserID  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        Index  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        DisplayOrder  =  SortOrder  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        SortDirection  =  ImGuiSortDirection_None ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        IsEnabled  =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        IsStretch  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImGuiTableSettings  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiID                      ID ;                      // Set to 0 to invalidate/delete the setting
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableFlags              SaveFlags ;               // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    float                        RefScale ;                // Reference scale to be able to rescale columns on font/dpi changes.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          ColumnsCount ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnIdx          ColumnsCountMax ;         // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool                         WantApply ;               // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableSettings ( )         {  memset ( this ,  0 ,  sizeof ( * this ) ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiTableColumnSettings *    GetColumnSettings ( )      {  return  ( ImGuiTableColumnSettings * ) ( this  +  1 ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] ImGui internal API
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// No guarantee of forward compatibility here!
  
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								namespace  ImGui  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
									
										
										
										
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								    // Windows
 
							 
						 
					
						
							
								
									
										
										
										
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								    // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // If this ever crash because g.CurrentWindow is NULL it means that either
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - ImGui::NewFrame() has never been called, which is illegal.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline     ImGuiWindow *   GetCurrentWindowRead ( )       {  ImGuiContext &  g  =  * GImGui ;  return  g . CurrentWindow ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline     ImGuiWindow *   GetCurrentWindow ( )           {  ImGuiContext &  g  =  * GImGui ;  g . CurrentWindow - > WriteAccessed  =  true ;  return  g . CurrentWindow ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiWindow *   FindWindowByID ( ImGuiID  id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiWindow *   FindWindowByName ( const  char *  name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           UpdateWindowParentAndRootLinks ( ImGuiWindow *  window ,  ImGuiWindowFlags  flags ,  ImGuiWindow *  parent_window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImVec2         CalcWindowNextAutoFitSize ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           IsWindowChildOf ( ImGuiWindow *  window ,  ImGuiWindow *  potential_parent ,  bool  popup_hierarchy ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           IsWindowWithinBeginStackOf ( ImGuiWindow *  window ,  ImGuiWindow *  potential_parent ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           IsWindowAbove ( ImGuiWindow *  potential_above ,  ImGuiWindow *  potential_below ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           IsWindowNavFocusable ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           SetWindowPos ( ImGuiWindow *  window ,  const  ImVec2 &  pos ,  ImGuiCond  cond  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetWindowSize ( ImGuiWindow *  window ,  const  ImVec2 &  size ,  ImGuiCond  cond  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetWindowCollapsed ( ImGuiWindow *  window ,  bool  collapsed ,  ImGuiCond  cond  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           SetWindowHitTestHole ( ImGuiWindow *  window ,  const  ImVec2 &  pos ,  const  ImVec2 &  size ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           SetWindowHiddenAndSkipItemsForCurrentFrame ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  void              SetWindowParentWindowForFocusRoute ( ImGuiWindow *  window ,  ImGuiWindow *  parent_window )  {  window - > ParentWindowForFocusRoute  =  parent_window ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  ImRect            WindowRectAbsToRel ( ImGuiWindow *  window ,  const  ImRect &  r )  {  ImVec2  off  =  window - > DC . CursorStartPos ;  return  ImRect ( r . Min . x  -  off . x ,  r . Min . y  -  off . y ,  r . Max . x  -  off . x ,  r . Max . y  -  off . y ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImRect            WindowRectRelToAbs ( ImGuiWindow *  window ,  const  ImRect &  r )  {  ImVec2  off  =  window - > DC . CursorStartPos ;  return  ImRect ( r . Min . x  +  off . x ,  r . Min . y  +  off . y ,  r . Max . x  +  off . x ,  r . Max . y  +  off . y ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  ImVec2            WindowPosRelToAbs ( ImGuiWindow *  window ,  const  ImVec2 &  p )   {  ImVec2  off  =  window - > DC . CursorStartPos ;  return  ImVec2 ( p . x  +  off . x ,  p . y  +  off . y ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    // Windows: Display Order and Focus Order
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           FocusWindow ( ImGuiWindow *  window ,  ImGuiFocusRequestFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           FocusTopMostWindowUnderOne ( ImGuiWindow *  under_this_window ,  ImGuiWindow *  ignore_window ,  ImGuiViewport *  filter_viewport ,  ImGuiFocusRequestFlags  flags ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           BringWindowToFocusFront ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           BringWindowToDisplayFront ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           BringWindowToDisplayBack ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           BringWindowToDisplayBehind ( ImGuiWindow *  window ,  ImGuiWindow *  above_window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  int            FindWindowDisplayIndex ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiWindow *   FindBottomMostVisibleWindowWithinBeginStack ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Fonts, drawing
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           SetCurrentFont ( ImFont *  font ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImFont *           GetDefaultFont ( )  {  ImGuiContext &  g  =  * GImGui ;  return  g . IO . FontDefault  ?  g . IO . FontDefault  :  g . IO . Fonts - > Fonts [ 0 ] ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  ImDrawList *       GetForegroundDrawList ( ImGuiWindow *  window )  {  IM_UNUSED ( window ) ;  return  GetForegroundDrawList ( ) ;  }  // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImDrawList *    GetBackgroundDrawList ( ImGuiViewport *  viewport ) ;                      // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImDrawList *    GetForegroundDrawList ( ImGuiViewport *  viewport ) ;                      // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           AddDrawListToDrawDataEx ( ImDrawData *  draw_data ,  ImVector < ImDrawList * > *  out_list ,  ImDrawList *  draw_list ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Init
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           Initialize ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           Shutdown ( ) ;     // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
 
							 
						 
					
						
							
								
									
										
										
										
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								    // NewFrame
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           UpdateInputEvents ( bool  trickle_fast_inputs ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           UpdateHoveredWindowAndCaptureFlags ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           StartMouseMovingWindow ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           UpdateMouseMovingWindowNewFrame ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           UpdateMouseMovingWindowEndFrame ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Generic context hooks
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiID        AddContextHook ( ImGuiContext *  context ,  const  ImGuiContextHook *  hook ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           RemoveContextHook ( ImGuiContext *  context ,  ImGuiID  hook_to_remove ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           CallContextHooks ( ImGuiContext *  context ,  ImGuiContextHookType  type ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Viewports
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetWindowViewport ( ImGuiWindow *  window ,  ImGuiViewportP *  viewport ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Settings
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void                   MarkIniSettingsDirty ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void                   MarkIniSettingsDirty ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void                   ClearIniSettings ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void                   AddSettingsHandler ( const  ImGuiSettingsHandler *  handler ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void                   RemoveSettingsHandler ( const  char *  type_name ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiSettingsHandler *  FindSettingsHandler ( const  char *  type_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Settings - Windows
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiWindowSettings *   CreateNewWindowSettings ( const  char *  name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiWindowSettings *   FindWindowSettingsByID ( ImGuiID  id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiWindowSettings *   FindWindowSettingsByWindow ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void                   ClearWindowSettings ( const  char *  name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Localization
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           LocalizeRegisterEntries ( const  ImGuiLocEntry *  entries ,  int  count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  const  char *       LocalizeGetMsg ( ImGuiLocKey  key )  {  ImGuiContext &  g  =  * GImGui ;  const  char *  msg  =  g . LocalizationTable [ key ] ;  return  msg  ?  msg  :  " *Missing Text* " ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Scrolling
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           SetScrollX ( ImGuiWindow *  window ,  float  scroll_x ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetScrollY ( ImGuiWindow *  window ,  float  scroll_y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetScrollFromPosX ( ImGuiWindow *  window ,  float  local_x ,  float  center_x_ratio ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetScrollFromPosY ( ImGuiWindow *  window ,  float  local_y ,  float  center_y_ratio ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Early work-in-progress API (ScrollToItem() will become public)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ScrollToItem ( ImGuiScrollFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ScrollToRect ( ImGuiWindow *  window ,  const  ImRect &  rect ,  ImGuiScrollFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImVec2         ScrollToRectEx ( ImGuiWindow *  window ,  const  ImRect &  rect ,  ImGuiScrollFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  void              ScrollToBringRectIntoView ( ImGuiWindow *  window ,  const  ImRect &  rect )  {  ScrollToRect ( window ,  rect ,  ImGuiScrollFlags_KeepVisibleEdgeY ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//#endif
  
						 
					
						
							
								
									
										
										
										
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								    // Basic Accessors
 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  ImGuiItemStatusFlags  GetItemStatusFlags ( ) {  ImGuiContext &  g  =  * GImGui ;  return  g . LastItemData . StatusFlags ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImGuiItemFlags    GetItemFlags ( )   {  ImGuiContext &  g  =  * GImGui ;  return  g . LastItemData . InFlags ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  ImGuiID           GetActiveID ( )    {  ImGuiContext &  g  =  * GImGui ;  return  g . ActiveId ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImGuiID           GetFocusID ( )     {  ImGuiContext &  g  =  * GImGui ;  return  g . NavId ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetActiveID ( ImGuiID  id ,  ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetFocusID ( ImGuiID  id ,  ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ClearActiveID ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiID        GetHoveredID ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetHoveredID ( ImGuiID  id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           KeepAliveID ( ImGuiID  id ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           MarkItemEdited ( ImGuiID  id ) ;      // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           PushOverrideID ( ImGuiID  id ) ;      // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiID        GetIDWithSeed ( const  char *  str_id_begin ,  const  char *  str_id_end ,  ImGuiID  seed ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiID        GetIDWithSeed ( int  n ,  ImGuiID  seed ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Basic Helpers for widget code
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           ItemSize ( const  ImVec2 &  size ,  float  text_baseline_y  =  - 1.0f ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  void              ItemSize ( const  ImRect &  bb ,  float  text_baseline_y  =  - 1.0f )  {  ItemSize ( bb . GetSize ( ) ,  text_baseline_y ) ;  }  // FIXME: This is a misleading API since we expect CursorPos to be bb.Min.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           ItemAdd ( const  ImRect &  bb ,  ImGuiID  id ,  const  ImRect *  nav_bb  =  NULL ,  ImGuiItemFlags  extra_flags  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           ItemHoverable ( const  ImRect &  bb ,  ImGuiID  id ,  ImGuiItemFlags  item_flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           IsWindowContentHoverable ( ImGuiWindow *  window ,  ImGuiHoveredFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           IsClippedEx ( const  ImRect &  bb ,  ImGuiID  id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetLastItemData ( ImGuiID  item_id ,  ImGuiItemFlags  in_flags ,  ImGuiItemStatusFlags  status_flags ,  const  ImRect &  item_rect ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImVec2         CalcItemSize ( ImVec2  size ,  float  default_w ,  float  default_h ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  float          CalcWrapWidthForPos ( const  ImVec2 &  pos ,  float  wrap_pos_x ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           PushMultiItemsWidths ( int  components ,  float  width_full ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           IsItemToggledSelection ( ) ;                                    // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImVec2         GetContentRegionMaxAbs ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ShrinkWidths ( ImGuiShrinkWidthItem *  items ,  int  count ,  float  width_excess ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Parameter stacks (shared)
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           PushItemFlag ( ImGuiItemFlags  option ,  bool  enabled ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           PopItemFlag ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  const  ImGuiDataVarInfo *  GetStyleVarInfo ( ImGuiStyleVar  idx ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Logging/Capture
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           LogBegin ( ImGuiLogType  type ,  int  auto_open_depth ) ;            // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           LogToBuffer ( int  auto_open_depth  =  - 1 ) ;                       // Start logging/capturing to internal buffer
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           LogRenderedText ( const  ImVec2 *  ref_pos ,  const  char *  text ,  const  char *  text_end  =  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           LogSetNextTextDecoration ( const  char *  prefix ,  const  char *  suffix ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Popups, Modals, Tooltips
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           BeginChildEx ( const  char *  name ,  ImGuiID  id ,  const  ImVec2 &  size_arg ,  ImGuiChildFlags  child_flags ,  ImGuiWindowFlags  window_flags ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           OpenPopupEx ( ImGuiID  id ,  ImGuiPopupFlags  popup_flags  =  ImGuiPopupFlags_None ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           ClosePopupToLevel ( int  remaining ,  bool  restore_focus_to_window_under_popup ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ClosePopupsOverWindow ( ImGuiWindow *  ref_window ,  bool  restore_focus_to_window_under_popup ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           ClosePopupsExceptModals ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           IsPopupOpen ( ImGuiID  id ,  ImGuiPopupFlags  popup_flags ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           BeginPopupEx ( ImGuiID  id ,  ImGuiWindowFlags  extra_flags ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           BeginTooltipEx ( ImGuiTooltipFlags  tooltip_flags ,  ImGuiWindowFlags  extra_window_flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           BeginTooltipHidden ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImRect         GetPopupAllowedExtentRect ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiWindow *   GetTopMostPopupModal ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiWindow *   GetTopMostAndVisiblePopupModal ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiWindow *   FindBlockingModal ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImVec2         FindBestWindowPosForPopup ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImVec2         FindBestWindowPosForPopupEx ( const  ImVec2 &  ref_pos ,  const  ImVec2 &  size ,  ImGuiDir *  last_dir ,  const  ImRect &  r_outer ,  const  ImRect &  r_avoid ,  ImGuiPopupPositionPolicy  policy ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Menus
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           BeginViewportSideBar ( const  char *  name ,  ImGuiViewport *  viewport ,  ImGuiDir  dir ,  float  size ,  ImGuiWindowFlags  window_flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           BeginMenuEx ( const  char *  label ,  const  char *  icon ,  bool  enabled  =  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           MenuItemEx ( const  char *  label ,  const  char *  icon ,  const  char *  shortcut  =  NULL ,  bool  selected  =  false ,  bool  enabled  =  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Combos
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           BeginComboPopup ( ImGuiID  popup_id ,  const  ImRect &  bb ,  ImGuiComboFlags  flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           BeginComboPreview ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           EndComboPreview ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Gamepad/Keyboard Navigation
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           NavInitWindow ( ImGuiWindow *  window ,  bool  force_reinit ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           NavInitRequestApplyResult ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           NavMoveRequestButNoResultYet ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           NavMoveRequestSubmit ( ImGuiDir  move_dir ,  ImGuiDir  clip_dir ,  ImGuiNavMoveFlags  move_flags ,  ImGuiScrollFlags  scroll_flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           NavMoveRequestForward ( ImGuiDir  move_dir ,  ImGuiDir  clip_dir ,  ImGuiNavMoveFlags  move_flags ,  ImGuiScrollFlags  scroll_flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           NavMoveRequestResolveWithLastItem ( ImGuiNavItemData *  result ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           NavMoveRequestResolveWithPastTreeNode ( ImGuiNavItemData *  result ,  ImGuiNavTreeNodeData *  tree_node_data ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           NavMoveRequestCancel ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           NavMoveRequestApplyResult ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           NavMoveRequestTryWrapping ( ImGuiWindow *  window ,  ImGuiNavMoveFlags  move_flags ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           NavHighlightActivated ( ImGuiID  id ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           NavClearPreferredPosForAxis ( ImGuiAxis  axis ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           NavRestoreHighlightAfterMove ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           NavUpdateCurrentWindowIsScrollPushableX ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           SetNavWindow ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetNavID ( ImGuiID  id ,  ImGuiNavLayer  nav_layer ,  ImGuiID  focus_scope_id ,  const  ImRect &  rect_rel ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           SetNavFocusScope ( ImGuiID  focus_scope_id ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Focus/Activation
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           FocusItem ( ) ;                     // Focus last item (no selection/activation).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ActivateItemByID ( ImGuiID  id ) ;    // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again.
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Inputs
 
							 
						 
					
						
							
								
									
										
										
										
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								    // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  bool              IsNamedKey ( ImGuiKey  key )                                     {  return  key  > =  ImGuiKey_NamedKey_BEGIN  & &  key  <  ImGuiKey_NamedKey_END ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  bool              IsNamedKeyOrModKey ( ImGuiKey  key )                             {  return  ( key  > =  ImGuiKey_NamedKey_BEGIN  & &  key  <  ImGuiKey_NamedKey_END )  | |  key  = =  ImGuiMod_Ctrl  | |  key  = =  ImGuiMod_Shift  | |  key  = =  ImGuiMod_Alt  | |  key  = =  ImGuiMod_Super  | |  key  = =  ImGuiMod_Shortcut ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  bool              IsLegacyKey ( ImGuiKey  key )                                    {  return  key  > =  ImGuiKey_LegacyNativeKey_BEGIN  & &  key  <  ImGuiKey_LegacyNativeKey_END ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  bool              IsKeyboardKey ( ImGuiKey  key )                                  {  return  key  > =  ImGuiKey_Keyboard_BEGIN  & &  key  <  ImGuiKey_Keyboard_END ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  bool              IsGamepadKey ( ImGuiKey  key )                                   {  return  key  > =  ImGuiKey_Gamepad_BEGIN  & &  key  <  ImGuiKey_Gamepad_END ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  bool              IsMouseKey ( ImGuiKey  key )                                     {  return  key  > =  ImGuiKey_Mouse_BEGIN  & &  key  <  ImGuiKey_Mouse_END ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  bool              IsAliasKey ( ImGuiKey  key )                                     {  return  key  > =  ImGuiKey_Aliases_BEGIN  & &  key  <  ImGuiKey_Aliases_END ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  bool              IsModKey ( ImGuiKey  key )                                       {  return  key  > =  ImGuiKey_LeftCtrl  & &  key  < =  ImGuiKey_RightSuper ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    ImGuiKeyChord            FixupKeyChord ( ImGuiContext *  ctx ,  ImGuiKeyChord  key_chord ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  ImGuiKey          ConvertSingleModFlagToKey ( ImGuiContext *  ctx ,  ImGuiKey  key ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        ImGuiContext &  g  =  * ctx ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        if  ( key  = =  ImGuiMod_Ctrl )  return  ImGuiKey_ReservedForModCtrl ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        if  ( key  = =  ImGuiMod_Shift )  return  ImGuiKey_ReservedForModShift ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        if  ( key  = =  ImGuiMod_Alt )  return  ImGuiKey_ReservedForModAlt ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        if  ( key  = =  ImGuiMod_Super )  return  ImGuiKey_ReservedForModSuper ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        if  ( key  = =  ImGuiMod_Shortcut )  return  ( g . IO . ConfigMacOSXBehaviors  ?  ImGuiKey_ReservedForModSuper  :  ImGuiKey_ReservedForModCtrl ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								        return  key ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiKeyData *  GetKeyData ( ImGuiContext *  ctx ,  ImGuiKey  key ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImGuiKeyData *     GetKeyData ( ImGuiKey  key )                                     {  ImGuiContext &  g  =  * GImGui ;  return  GetKeyData ( & g ,  key ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  const  char *    GetKeyChordName ( ImGuiKeyChord  key_chord ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  ImGuiKey          MouseButtonToKey ( ImGuiMouseButton  button )                    {  IM_ASSERT ( button  > =  0  & &  button  <  ImGuiMouseButton_COUNT ) ;  return  ( ImGuiKey ) ( ImGuiKey_MouseLeft  +  button ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           IsMouseDragPastThreshold ( ImGuiMouseButton  button ,  float  lock_threshold  =  - 1.0f ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImVec2         GetKeyMagnitude2d ( ImGuiKey  key_left ,  ImGuiKey  key_right ,  ImGuiKey  key_up ,  ImGuiKey  key_down ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  float          GetNavTweakPressedAmount ( ImGuiAxis  axis ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  int            CalcTypematicRepeatAmount ( float  t0 ,  float  t1 ,  float  repeat_delay ,  float  repeat_rate ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           GetTypematicRepeatRate ( ImGuiInputFlags  flags ,  float *  repeat_delay ,  float *  repeat_rate ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TeleportMousePos ( const  ImVec2 &  pos ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetActiveIdUsingAllKeyboardKeys ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  bool              IsActiveIdUsingNavDir ( ImGuiDir  dir )                          {  ImGuiContext &  g  =  * GImGui ;  return  ( g . ActiveIdUsingNavDirMask  &  ( 1  < <  dir ) )  ! =  0 ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // [EXPERIMENTAL] Low-Level: Key/Input Ownership
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - The idea is that instead of "eating" a given input, we can link to an owner id.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Input ownership is automatically released on the frame after a key is released. Therefore:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiID            GetKeyOwner ( ImGuiKey  key ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void               SetKeyOwner ( ImGuiKey  key ,  ImGuiID  owner_id ,  ImGuiInputFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void               SetKeyOwnersForKeyChord ( ImGuiKeyChord  key ,  ImGuiID  owner_id ,  ImGuiInputFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void               SetItemKeyOwner ( ImGuiKey  key ,  ImGuiInputFlags  flags  =  0 ) ;            // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool               TestKeyOwner ( ImGuiKey  key ,  ImGuiID  owner_id ) ;                        // Test that key is either not owned, either owned by 'owner_id'
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImGuiKeyOwnerData *    GetKeyOwnerData ( ImGuiContext *  ctx ,  ImGuiKey  key )                     {  if  ( key  &  ImGuiMod_Mask_ )  key  =  ConvertSingleModFlagToKey ( ctx ,  key ) ;  IM_ASSERT ( IsNamedKey ( key ) ) ;  return  & ctx - > KeysOwnerData [ key  -  ImGuiKey_NamedKey_BEGIN ] ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool               IsKeyDown ( ImGuiKey  key ,  ImGuiID  owner_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool               IsKeyPressed ( ImGuiKey  key ,  ImGuiID  owner_id ,  ImGuiInputFlags  flags  =  0 ) ;     // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool               IsKeyReleased ( ImGuiKey  key ,  ImGuiID  owner_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool               IsMouseDown ( ImGuiMouseButton  button ,  ImGuiID  owner_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool               IsMouseClicked ( ImGuiMouseButton  button ,  ImGuiID  owner_id ,  ImGuiInputFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool               IsMouseReleased ( ImGuiMouseButton  button ,  ImGuiID  owner_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool               IsMouseDoubleClicked ( ImGuiMouseButton  button ,  ImGuiID  owner_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // [EXPERIMENTAL] Shortcut Routing
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //     ImGuiKey_C                 (accepted by functions taking ImGuiKey or ImGuiKeyChord)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //     ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Multiple read sites may use the same owner id and will all get the granted route.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - TL;DR;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool               IsKeyChordPressed ( ImGuiKeyChord  key_chord ,  ImGuiID  owner_id ,  ImGuiInputFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void               SetNextItemShortcut ( ImGuiKeyChord  key_chord ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool               Shortcut ( ImGuiKeyChord  key_chord ,  ImGuiID  owner_id  =  0 ,  ImGuiInputFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool               SetShortcutRouting ( ImGuiKeyChord  key_chord ,  ImGuiID  owner_id ,  ImGuiInputFlags  flags  =  0 ) ;  // owner_id needs to be explicit and cannot be 0
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool               TestShortcutRouting ( ImGuiKeyChord  key_chord ,  ImGuiID  owner_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiKeyRoutingData *  GetShortcutRoutingData ( ImGuiKeyChord  key_chord ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // [EXPERIMENTAL] Focus Scope
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // This is generally used to identify a unique input location (for e.g. a selection set)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // There is one per window (automatically set in Begin), but:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   So in order to identify a set multiple lists in same window may each need a focus scope.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //   If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // We don't use the ID Stack for this as it is common to want them separate.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           PushFocusScope ( ImGuiID  id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           PopFocusScope ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImGuiID           GetCurrentFocusScope ( )  {  ImGuiContext &  g  =  * GImGui ;  return  g . CurrentFocusScopeId ;  }    // Focus scope we are outputting into, set by PushFocusScope()
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Drag and Drop
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           IsDragDropActive ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           BeginDragDropTargetCustom ( const  ImRect &  bb ,  ImGuiID  id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ClearDragDrop ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           IsDragDropPayloadBeingAccepted ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderDragDropTargetRect ( const  ImRect &  bb ,  const  ImRect &  item_clip_rect ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Typing-Select API
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiTypingSelectRequest *  GetTypingSelectRequest ( ImGuiTypingSelectFlags  flags  =  ImGuiTypingSelectFlags_None ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  int            TypingSelectFindMatch ( ImGuiTypingSelectRequest *  req ,  int  items_count ,  const  char *  ( * get_item_name_func ) ( void * ,  int ) ,  void *  user_data ,  int  nav_item_idx ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  int            TypingSelectFindNextSingleCharMatch ( ImGuiTypingSelectRequest *  req ,  int  items_count ,  const  char *  ( * get_item_name_func ) ( void * ,  int ) ,  void *  user_data ,  int  nav_item_idx ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  int            TypingSelectFindBestLeadingMatch ( ImGuiTypingSelectRequest *  req ,  int  items_count ,  const  char *  ( * get_item_name_func ) ( void * ,  int ) ,  void *  user_data ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetWindowClipRectBeforeSetChannel ( ImGuiWindow *  window ,  const  ImRect &  clip_rect ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           BeginColumns ( const  char *  str_id ,  int  count ,  ImGuiOldColumnFlags  flags  =  0 ) ;  // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           EndColumns ( ) ;                                                                // close columns
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           PushColumnClipRect ( int  column_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           PushColumnsBackground ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           PopColumnsBackground ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiID        GetColumnsID ( const  char *  str_id ,  int  count ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiOldColumns *  FindOrCreateColumns ( ImGuiWindow *  window ,  ImGuiID  id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  float          GetColumnOffsetFromNorm ( const  ImGuiOldColumns *  columns ,  float  offset_norm ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  float          GetColumnNormFromOffset ( const  ImGuiOldColumns *  columns ,  float  offset ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Tables: Candidates for public API
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableOpenContextMenu ( int  column_n  =  - 1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableSetColumnWidth ( int  column_n ,  float  width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableSetColumnSortDirection ( int  column_n ,  ImGuiSortDirection  sort_direction ,  bool  append_to_sort_specs ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  int            TableGetHoveredColumn ( ) ;     // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. 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.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  int            TableGetHoveredRow ( ) ;        // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  float          TableGetHeaderRowHeight ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  float          TableGetHeaderAngledMaxLabelWidth ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TablePushBackgroundChannel ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TablePopBackgroundChannel ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TableAngledHeadersRowEx ( float  angle ,  float  max_label_width  =  0.0f ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Tables: Internals
 
							 
						 
					
						
							
								
									
										
										
										
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								    inline     ImGuiTable *    GetCurrentTable ( )  {  ImGuiContext &  g  =  * GImGui ;  return  g . CurrentTable ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiTable *    TableFindByID ( ImGuiID  id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           BeginTableEx ( const  char *  name ,  ImGuiID  id ,  int  columns_count ,  ImGuiTableFlags  flags  =  0 ,  const  ImVec2 &  outer_size  =  ImVec2 ( 0 ,  0 ) ,  float  inner_width  =  0.0f ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableBeginInitMemory ( ImGuiTable *  table ,  int  columns_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableBeginApplyRequests ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableSetupDrawChannels ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableUpdateLayout ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableUpdateBorders ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableUpdateColumnsWeightFromWidth ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableDrawBorders ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TableDrawDefaultContextMenu ( ImGuiTable *  table ,  ImGuiTableFlags  flags_for_section_to_display ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           TableBeginContextMenuPopup ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TableMergeDrawChannels ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  ImGuiTableInstanceData *   TableGetInstanceData ( ImGuiTable *  table ,  int  instance_no )  {  if  ( instance_no  = =  0 )  return  & table - > InstanceDataFirst ;  return  & table - > InstanceDataExtra [ instance_no  -  1 ] ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  ImGuiID                   TableGetInstanceID ( ImGuiTable *  table ,  int  instance_no )    {  return  TableGetInstanceData ( table ,  instance_no ) - > TableInstanceID ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TableSortSpecsSanitize ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableSortSpecsBuild ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiSortDirection  TableGetColumnNextSortDirection ( ImGuiTableColumn *  column ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableFixColumnSortDirection ( ImGuiTable *  table ,  ImGuiTableColumn *  column ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  float          TableGetColumnWidthAuto ( ImGuiTable *  table ,  ImGuiTableColumn *  column ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableBeginRow ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableEndRow ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableBeginCell ( ImGuiTable *  table ,  int  column_n ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableEndCell ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImRect         TableGetCellBgRect ( const  ImGuiTable *  table ,  int  column_n ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  const  char *    TableGetColumnName ( const  ImGuiTable *  table ,  int  column_n ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiID        TableGetColumnResizeID ( ImGuiTable *  table ,  int  column_n ,  int  instance_no  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  float          TableGetMaxColumnWidth ( const  ImGuiTable *  table ,  int  column_n ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableSetColumnWidthAutoSingle ( ImGuiTable *  table ,  int  column_n ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableSetColumnWidthAutoAll ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableRemove ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TableGcCompactTransientBuffers ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TableGcCompactTransientBuffers ( ImGuiTableTempData *  table ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TableGcCompactSettings ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Tables: Settings
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void                   TableLoadSettings ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void                   TableSaveSettings ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void                   TableResetSettings ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiTableSettings *    TableGetBoundSettings ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void                   TableSettingsAddSettingsHandler ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiTableSettings *    TableSettingsCreate ( ImGuiID  id ,  int  columns_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiTableSettings *    TableSettingsFindByID ( ImGuiID  id ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Tab Bars
 
							 
						 
					
						
							
								
									
										
										
										
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								    inline     ImGuiTabBar *   GetCurrentTabBar ( )  {  ImGuiContext &  g  =  * GImGui ;  return  g . CurrentTabBar ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           BeginTabBarEx ( ImGuiTabBar *  tab_bar ,  const  ImRect &  bb ,  ImGuiTabBarFlags  flags ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiTabItem *  TabBarFindTabByID ( ImGuiTabBar *  tab_bar ,  ImGuiID  tab_id ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiTabItem *  TabBarFindTabByOrder ( ImGuiTabBar *  tab_bar ,  int  order ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiTabItem *  TabBarGetCurrentTab ( ImGuiTabBar *  tab_bar ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  int               TabBarGetTabOrder ( ImGuiTabBar *  tab_bar ,  ImGuiTabItem *  tab )  {  return  tab_bar - > Tabs . index_from_ptr ( tab ) ;  } 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  const  char *    TabBarGetTabName ( ImGuiTabBar *  tab_bar ,  ImGuiTabItem *  tab ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TabBarRemoveTab ( ImGuiTabBar *  tab_bar ,  ImGuiID  tab_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TabBarCloseTab ( ImGuiTabBar *  tab_bar ,  ImGuiTabItem *  tab ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TabBarQueueFocus ( ImGuiTabBar *  tab_bar ,  ImGuiTabItem *  tab ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TabBarQueueReorder ( ImGuiTabBar *  tab_bar ,  ImGuiTabItem *  tab ,  int  offset ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TabBarQueueReorderFromMousePos ( ImGuiTabBar *  tab_bar ,  ImGuiTabItem *  tab ,  ImVec2  mouse_pos ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           TabBarProcessReorder ( ImGuiTabBar *  tab_bar ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           TabItemEx ( ImGuiTabBar *  tab_bar ,  const  char *  label ,  bool *  p_open ,  ImGuiTabItemFlags  flags ,  ImGuiWindow *  docked_window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImVec2         TabItemCalcSize ( const  char *  label ,  bool  has_close_button_or_unsaved_marker ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImVec2         TabItemCalcSize ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TabItemBackground ( ImDrawList *  draw_list ,  const  ImRect &  bb ,  ImGuiTabItemFlags  flags ,  ImU32  col ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TabItemLabelAndCloseButton ( ImDrawList *  draw_list ,  const  ImRect &  bb ,  ImGuiTabItemFlags  flags ,  ImVec2  frame_padding ,  const  char *  label ,  ImGuiID  tab_id ,  ImGuiID  close_button_id ,  bool  is_contents_visible ,  bool *  out_just_closed ,  bool *  out_text_clipped ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Render helpers
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           RenderText ( ImVec2  pos ,  const  char *  text ,  const  char *  text_end  =  NULL ,  bool  hide_text_after_hash  =  true ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           RenderTextWrapped ( ImVec2  pos ,  const  char *  text ,  const  char *  text_end ,  float  wrap_width ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderTextClipped ( const  ImVec2 &  pos_min ,  const  ImVec2 &  pos_max ,  const  char *  text ,  const  char *  text_end ,  const  ImVec2 *  text_size_if_known ,  const  ImVec2 &  align  =  ImVec2 ( 0 ,  0 ) ,  const  ImRect *  clip_rect  =  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderTextClippedEx ( ImDrawList *  draw_list ,  const  ImVec2 &  pos_min ,  const  ImVec2 &  pos_max ,  const  char *  text ,  const  char *  text_end ,  const  ImVec2 *  text_size_if_known ,  const  ImVec2 &  align  =  ImVec2 ( 0 ,  0 ) ,  const  ImRect *  clip_rect  =  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderTextEllipsis ( ImDrawList *  draw_list ,  const  ImVec2 &  pos_min ,  const  ImVec2 &  pos_max ,  float  clip_max_x ,  float  ellipsis_max_x ,  const  char *  text ,  const  char *  text_end ,  const  ImVec2 *  text_size_if_known ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderFrame ( ImVec2  p_min ,  ImVec2  p_max ,  ImU32  fill_col ,  bool  border  =  true ,  float  rounding  =  0.0f ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           RenderFrameBorder ( ImVec2  p_min ,  ImVec2  p_max ,  float  rounding  =  0.0f ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderColorRectWithAlphaCheckerboard ( ImDrawList *  draw_list ,  ImVec2  p_min ,  ImVec2  p_max ,  ImU32  fill_col ,  float  grid_step ,  ImVec2  grid_off ,  float  rounding  =  0.0f ,  ImDrawFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderNavHighlight ( const  ImRect &  bb ,  ImGuiID  id ,  ImGuiNavHighlightFlags  flags  =  ImGuiNavHighlightFlags_None ) ;  // Navigation highlight
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  const  char *    FindRenderedTextEnd ( const  char *  text ,  const  char *  text_end  =  NULL ) ;  // Find the optional ## from which we stop displaying text.
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderMouseCursor ( ImVec2  pos ,  float  scale ,  ImGuiMouseCursor  mouse_cursor ,  ImU32  col_fill ,  ImU32  col_border ,  ImU32  col_shadow ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Render helpers (those functions don't access any ImGui state!)
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderArrow ( ImDrawList *  draw_list ,  ImVec2  pos ,  ImU32  col ,  ImGuiDir  dir ,  float  scale  =  1.0f ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           RenderBullet ( ImDrawList *  draw_list ,  ImVec2  pos ,  ImU32  col ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderCheckMark ( ImDrawList *  draw_list ,  ImVec2  pos ,  ImU32  col ,  float  sz ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderArrowPointingAt ( ImDrawList *  draw_list ,  ImVec2  pos ,  ImVec2  half_sz ,  ImGuiDir  direction ,  ImU32  col ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           RenderRectFilledRangeH ( ImDrawList *  draw_list ,  const  ImRect &  rect ,  ImU32  col ,  float  x_start_norm ,  float  x_end_norm ,  float  rounding ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           RenderRectFilledWithHole ( ImDrawList *  draw_list ,  const  ImRect &  outer ,  const  ImRect &  inner ,  ImU32  col ,  float  rounding ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Widgets
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           TextEx ( const  char *  text ,  const  char *  text_end  =  NULL ,  ImGuiTextFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           ButtonEx ( const  char *  label ,  const  ImVec2 &  size_arg  =  ImVec2 ( 0 ,  0 ) ,  ImGuiButtonFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           ArrowButtonEx ( const  char *  str_id ,  ImGuiDir  dir ,  ImVec2  size_arg ,  ImGuiButtonFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           ImageButtonEx ( ImGuiID  id ,  ImTextureID  texture_id ,  const  ImVec2 &  image_size ,  const  ImVec2 &  uv0 ,  const  ImVec2 &  uv1 ,  const  ImVec4 &  bg_col ,  const  ImVec4 &  tint_col ,  ImGuiButtonFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SeparatorEx ( ImGuiSeparatorFlags  flags ,  float  thickness  =  1.0f ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SeparatorTextEx ( ImGuiID  id ,  const  char *  label ,  const  char *  label_end ,  float  extra_width ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           CheckboxFlags ( const  char *  label ,  ImS64 *  flags ,  ImS64  flags_value ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           CheckboxFlags ( const  char *  label ,  ImU64 *  flags ,  ImU64  flags_value ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Widgets: Window Decorations
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           CloseButton ( ImGuiID  id ,  const  ImVec2 &  pos ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           CollapseButton ( ImGuiID  id ,  const  ImVec2 &  pos ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           Scrollbar ( ImGuiAxis  axis ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           ScrollbarEx ( const  ImRect &  bb ,  ImGuiID  id ,  ImGuiAxis  axis ,  ImS64 *  p_scroll_v ,  ImS64  avail_v ,  ImS64  contents_v ,  ImDrawFlags  flags ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImRect         GetWindowScrollbarRect ( ImGuiWindow *  window ,  ImGuiAxis  axis ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiID        GetWindowScrollbarID ( ImGuiWindow *  window ,  ImGuiAxis  axis ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  ImGuiID        GetWindowResizeCornerID ( ImGuiWindow *  window ,  int  n ) ;  // 0..3: corners
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  ImGuiID        GetWindowResizeBorderID ( ImGuiWindow *  window ,  ImGuiDir  dir ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Widgets low-level behaviors
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           ButtonBehavior ( const  ImRect &  bb ,  ImGuiID  id ,  bool *  out_hovered ,  bool *  out_held ,  ImGuiButtonFlags  flags  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           DragBehavior ( ImGuiID  id ,  ImGuiDataType  data_type ,  void *  p_v ,  float  v_speed ,  const  void *  p_min ,  const  void *  p_max ,  const  char *  format ,  ImGuiSliderFlags  flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           SliderBehavior ( const  ImRect &  bb ,  ImGuiID  id ,  ImGuiDataType  data_type ,  void *  p_v ,  const  void *  p_min ,  const  void *  p_max ,  const  char *  format ,  ImGuiSliderFlags  flags ,  ImRect *  out_grab_bb ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           SplitterBehavior ( const  ImRect &  bb ,  ImGuiID  id ,  ImGuiAxis  axis ,  float *  size1 ,  float *  size2 ,  float  min_size1 ,  float  min_size2 ,  float  hover_extend  =  0.0f ,  float  hover_visibility_delay  =  0.0f ,  ImU32  bg_col  =  0 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           TreeNodeBehavior ( ImGuiID  id ,  ImGuiTreeNodeFlags  flags ,  const  char *  label ,  const  char *  label_end  =  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TreePushOverrideID ( ImGuiID  id ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           TreeNodeSetOpen ( ImGuiID  id ,  bool  open ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           TreeNodeUpdateNextOpen ( ImGuiID  id ,  ImGuiTreeNodeFlags  flags ) ;    // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           SetNextItemSelectionUserData ( ImGuiSelectionUserData  selection_user_data ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
 
							 
						 
					
						
							
								
									
										
										
										
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								    template < typename  T ,  typename  SIGNED_T ,  typename  FLOAT_T >    IMGUI_API  float  ScaleRatioFromValueT ( ImGuiDataType  data_type ,  T  v ,  T  v_min ,  T  v_max ,  bool  is_logarithmic ,  float  logarithmic_zero_epsilon ,  float  zero_deadzone_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    template < typename  T ,  typename  SIGNED_T ,  typename  FLOAT_T >    IMGUI_API  T      ScaleValueFromRatioT ( ImGuiDataType  data_type ,  float  t ,  T  v_min ,  T  v_max ,  bool  is_logarithmic ,  float  logarithmic_zero_epsilon ,  float  zero_deadzone_size ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    template < typename  T ,  typename  SIGNED_T ,  typename  FLOAT_T >    IMGUI_API  bool   DragBehaviorT ( ImGuiDataType  data_type ,  T *  v ,  float  v_speed ,  T  v_min ,  T  v_max ,  const  char *  format ,  ImGuiSliderFlags  flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    template < typename  T ,  typename  SIGNED_T ,  typename  FLOAT_T >    IMGUI_API  bool   SliderBehaviorT ( const  ImRect &  bb ,  ImGuiID  id ,  ImGuiDataType  data_type ,  T *  v ,  T  v_min ,  T  v_max ,  const  char *  format ,  ImGuiSliderFlags  flags ,  ImRect *  out_grab_bb ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    template < typename  T >                                         IMGUI_API  T      RoundScalarWithFormatT ( const  char *  format ,  ImGuiDataType  data_type ,  T  v ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    template < typename  T >                                         IMGUI_API  bool   CheckboxFlagsT ( const  char *  label ,  T *  flags ,  T  flags_value ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Data type helpers
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  const  ImGuiDataTypeInfo *   DataTypeGetInfo ( ImGuiDataType  data_type ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  int            DataTypeFormatString ( char *  buf ,  int  buf_size ,  ImGuiDataType  data_type ,  const  void *  p_data ,  const  char *  format ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DataTypeApplyOp ( ImGuiDataType  data_type ,  int  op ,  void *  output ,  const  void *  arg_1 ,  const  void *  arg_2 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           DataTypeApplyFromText ( const  char *  buf ,  ImGuiDataType  data_type ,  void *  p_data ,  const  char *  format ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  int            DataTypeCompare ( ImGuiDataType  data_type ,  const  void *  arg_1 ,  const  void *  arg_2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           DataTypeClamp ( ImGuiDataType  data_type ,  void *  p_data ,  const  void *  p_min ,  const  void *  p_max ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // InputText
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           InputTextEx ( const  char *  label ,  const  char *  hint ,  char *  buf ,  int  buf_size ,  const  ImVec2 &  size_arg ,  ImGuiInputTextFlags  flags ,  ImGuiInputTextCallback  callback  =  NULL ,  void *  user_data  =  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           InputTextDeactivateHook ( ImGuiID  id ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  bool           TempInputText ( const  ImRect &  bb ,  ImGuiID  id ,  const  char *  label ,  char *  buf ,  int  buf_size ,  ImGuiInputTextFlags  flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           TempInputScalar ( const  ImRect &  bb ,  ImGuiID  id ,  const  char *  label ,  ImGuiDataType  data_type ,  void *  p_data ,  const  char *  format ,  const  void *  p_clamp_min  =  NULL ,  const  void *  p_clamp_max  =  NULL ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  bool              TempInputIsActive ( ImGuiID  id )        {  ImGuiContext &  g  =  * GImGui ;  return  ( g . ActiveId  = =  id  & &  g . TempInputId  = =  id ) ;  } 
							 
						 
					
						
							
								
									
										
										
										
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								    inline  ImGuiInputTextState *  GetInputTextState ( ImGuiID  id )    {  ImGuiContext &  g  =  * GImGui ;  return  ( id  ! =  0  & &  g . InputTextState . ID  = =  id )  ?  & g . InputTextState  :  NULL ;  }  // Get input text state if active
 
							 
						 
					
						
							
								
									
										
										
										
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								    // Color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ColorTooltip ( const  char *  text ,  const  float *  col ,  ImGuiColorEditFlags  flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ColorEditOptionsPopup ( const  float *  col ,  ImGuiColorEditFlags  flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ColorPickerOptionsPopup ( const  float *  ref_col ,  ImGuiColorEditFlags  flags ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    // Plot
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  int            PlotEx ( ImGuiPlotType  plot_type ,  const  char *  label ,  float  ( * values_getter ) ( void *  data ,  int  idx ) ,  void *  data ,  int  values_count ,  int  values_offset ,  const  char *  overlay_text ,  float  scale_min ,  float  scale_max ,  const  ImVec2 &  size_arg ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Shade functions (write over already created vertices)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ShadeVertsLinearColorGradientKeepAlpha ( ImDrawList *  draw_list ,  int  vert_start_idx ,  int  vert_end_idx ,  ImVec2  gradient_p0 ,  ImVec2  gradient_p1 ,  ImU32  col0 ,  ImU32  col1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           ShadeVertsLinearUV ( ImDrawList *  draw_list ,  int  vert_start_idx ,  int  vert_end_idx ,  const  ImVec2 &  a ,  const  ImVec2 &  b ,  const  ImVec2 &  uv_a ,  const  ImVec2 &  uv_b ,  bool  clamp ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           ShadeVertsTransformPos ( ImDrawList *  draw_list ,  int  vert_start_idx ,  int  vert_end_idx ,  const  ImVec2 &  pivot_in ,  float  cos_a ,  float  sin_a ,  const  ImVec2 &  pivot_out ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Garbage collection
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           GcCompactTransientMiscBuffers ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           GcCompactTransientWindowBuffers ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           GcAwakeTransientWindowBuffers ( ImGuiWindow *  window ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Debug Log
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugLog ( const  char *  fmt ,  . . . )  IM_FMTARGS ( 1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugLogV ( const  char *  fmt ,  va_list  args )  IM_FMTLIST ( 1 ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugAllocHook ( ImGuiDebugAllocInfo *  info ,  int  frame_count ,  void *  ptr ,  size_t  size ) ;  // size >= 0 : alloc, size = -1 : free
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Debug Tools
 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           ErrorCheckEndFrameRecover ( ImGuiErrorLogCallback  log_callback ,  void *  user_data  =  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           ErrorCheckEndWindowRecover ( ImGuiErrorLogCallback  log_callback ,  void *  user_data  =  NULL ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           ErrorCheckUsingSetCursorPosToExtendParentBoundaries ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugDrawCursorPos ( ImU32  col  =  IM_COL32 ( 255 ,  0 ,  0 ,  255 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugDrawLineExtents ( ImU32  col  =  IM_COL32 ( 255 ,  0 ,  0 ,  255 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugDrawItemRect ( ImU32  col  =  IM_COL32 ( 255 ,  0 ,  0 ,  255 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugLocateItem ( ImGuiID  target_id ) ;                      // Call sparingly: only 1 at the same time!
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugLocateItemOnHover ( ImGuiID  target_id ) ;               // Only call on reaction to a mouse Hover: because only 1 at the same time!
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugLocateItemResolveWithLastItem ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugBreakClearData ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  bool           DebugBreakButton ( const  char *  label ,  const  char *  description_of_location ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugBreakButtonTooltip ( bool  keyboard_only ,  const  char *  description_of_location ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           ShowFontAtlas ( ImFontAtlas *  atlas ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugHookIdInfo ( ImGuiID  id ,  ImGuiDataType  data_type ,  const  void *  data_id ,  const  void *  data_id_end ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugNodeColumns ( ImGuiOldColumns *  columns ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugNodeDrawList ( ImGuiWindow *  window ,  ImGuiViewportP *  viewport ,  const  ImDrawList *  draw_list ,  const  char *  label ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugNodeDrawCmdShowMeshAndBoundingBox ( ImDrawList *  out_draw_list ,  const  ImDrawList *  draw_list ,  const  ImDrawCmd *  draw_cmd ,  bool  show_mesh ,  bool  show_aabb ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugNodeFont ( ImFont *  font ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugNodeFontGlyph ( ImFont *  font ,  const  ImFontGlyph *  glyph ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugNodeStorage ( ImGuiStorage *  storage ,  const  char *  label ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugNodeTabBar ( ImGuiTabBar *  tab_bar ,  const  char *  label ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugNodeTable ( ImGuiTable *  table ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugNodeTableSettings ( ImGuiTableSettings *  settings ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugNodeInputTextState ( ImGuiInputTextState *  state ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugNodeTypingSelectState ( ImGuiTypingSelectState *  state ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugNodeWindow ( ImGuiWindow *  window ,  const  char *  label ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugNodeWindowSettings ( ImGuiWindowSettings *  settings ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugNodeWindowsList ( ImVector < ImGuiWindow * > *  windows ,  const  char *  label ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugNodeWindowsListByBeginStackParent ( ImGuiWindow * *  windows ,  int  windows_size ,  ImGuiWindow *  parent_in_begin_stack ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    IMGUI_API  void           DebugNodeViewport ( ImGuiViewportP *  viewport ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugRenderKeyboardPreview ( ImDrawList *  draw_list ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    IMGUI_API  void           DebugRenderViewportThumbnail ( ImDrawList *  draw_list ,  ImGuiViewportP *  viewport ,  const  ImRect &  bb ) ; 
							 
						 
					
						
							
								
									
										
										
										
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								    // Obsolete functions
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  void      SetItemUsingMouseWheel ( )                                             {  SetItemKeyOwner ( ImGuiKey_MouseWheelY ) ;  }       // Changed in 1.89
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  bool      TreeNodeBehaviorIsOpen ( ImGuiID  id ,  ImGuiTreeNodeFlags  flags  =  0 )     {  return  TreeNodeUpdateNextOpen ( id ,  flags ) ;  }    // Renamed in 1.89
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								    // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister():
 
							 
						 
					
						
							
								
									
										
										
										
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								    //  (Old) IMGUI_VERSION_NUM  < 18209: using 'ItemAdd(....)'                              and 'bool tab_focused = FocusableItemRegister(...)'
 
							 
						 
					
						
							
								
									
										
										
										
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								    //  (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)'  and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0'
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //  (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)'     and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))'
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //inline bool   FocusableItemRegister(ImGuiWindow* window, ImGuiID id)              // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    //inline void   FocusableItemUnregister(ImGuiWindow* window)                        // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
 
							 
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifndef IMGUI_DISABLE_OBSOLETE_KEYIO 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    inline  bool      IsKeyPressedMap ( ImGuiKey  key ,  bool  repeat  =  true )                    {  IM_ASSERT ( IsNamedKey ( key ) ) ;  return  IsKeyPressed ( key ,  repeat ) ;  }  // Removed in 1.87: Mapping from named key is always identity!
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								}  // namespace ImGui
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] ImFontAtlas internal API
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// This structure is likely to evolve as we add support for incremental atlas updates
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								struct  ImFontBuilderIO  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								{  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								    bool     ( * FontBuilder_Build ) ( ImFontAtlas *  atlas ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								} ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// Helper for font builder
  
						 
					
						
							
								
									
										
										
										
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								# ifdef IMGUI_ENABLE_STB_TRUETYPE 
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  const  ImFontBuilderIO *  ImFontAtlasGetBuilderForStbTruetype ( ) ;  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  void       ImFontAtlasUpdateConfigDataPointers ( ImFontAtlas *  atlas ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  void       ImFontAtlasBuildInit ( ImFontAtlas *  atlas ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  void       ImFontAtlasBuildSetupFont ( ImFontAtlas *  atlas ,  ImFont *  font ,  ImFontConfig *  font_config ,  float  ascent ,  float  descent ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  void       ImFontAtlasBuildPackCustomRects ( ImFontAtlas *  atlas ,  void *  stbrp_context_opaque ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  void       ImFontAtlasBuildFinish ( ImFontAtlas *  atlas ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  void       ImFontAtlasBuildRender8bppRectFromString ( ImFontAtlas *  atlas ,  int  x ,  int  y ,  int  w ,  int  h ,  const  char *  in_str ,  char  in_marker_char ,  unsigned  char  in_marker_pixel_value ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  void       ImFontAtlasBuildRender32bppRectFromString ( ImFontAtlas *  atlas ,  int  x ,  int  y ,  int  w ,  int  h ,  const  char *  in_str ,  char  in_marker_char ,  unsigned  int  in_marker_pixel_value ) ;  
						 
					
						
							
								
									
										
										
										
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								IMGUI_API  void       ImFontAtlasBuildMultiplyCalcLookupTable ( unsigned  char  out_table [ 256 ] ,  float  in_multiply_factor ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								IMGUI_API  void       ImFontAtlasBuildMultiplyRectAlpha8 ( const  unsigned  char  table [ 256 ] ,  unsigned  char *  pixels ,  int  x ,  int  y ,  int  w ,  int  h ,  int  stride ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// [SECTION] Test Engine specific hooks (imgui_test_engine)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
									
										
										
										
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								# ifdef IMGUI_ENABLE_TEST_ENGINE 
  
						 
					
						
							
								
									
										
										
										
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								extern  void          ImGuiTestEngineHook_ItemAdd ( ImGuiContext *  ctx ,  ImGuiID  id ,  const  ImRect &  bb ,  const  ImGuiLastItemData *  item_data ) ;            // item_data may be NULL
  
						 
					
						
							
								
									
										
										
										
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								extern  void          ImGuiTestEngineHook_ItemInfo ( ImGuiContext *  ctx ,  ImGuiID  id ,  const  char *  label ,  ImGuiItemStatusFlags  flags ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								extern  void          ImGuiTestEngineHook_Log ( ImGuiContext *  ctx ,  const  char *  fmt ,  . . . ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								extern  const  char *   ImGuiTestEngine_FindItemDebugLabel ( ImGuiContext *  ctx ,  ImGuiID  id ) ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data);
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA)      if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA)     // Register item bounding box
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS)     // Register item label and status flags (optional)
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_TEST_ENGINE_LOG(_FMT,...)                     if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__)            // Custom log entry from user land into test log
  
						 
					
						
							
								
									
										
										
										
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								# else 
  
						 
					
						
							
								
									
										
										
										
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								# define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID)                 ((void)0) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      ((void)g) 
  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								//-----------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
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								# if defined(__clang__) 
  
						 
					
						
							
								
									
										
										
										
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								# pragma clang diagnostic pop 
  
						 
					
						
							
								
									
										
										
										
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								# elif defined(__GNUC__) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma GCC diagnostic pop 
  
						 
					
						
							
								
									
										
										
										
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								# endif 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# ifdef _MSC_VER 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# pragma warning (pop) 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# endif 
  
						 
					
						
							
								
									
										
										
										
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								# endif  // #ifndef IMGUI_DISABLE