// THIS FILE HAS BEEN AUTO-GENERATED BY THE 'DEAR BINDINGS' GENERATOR.
// **DO NOT EDIT DIRECTLY**
// https://github.com/dearimgui/dear_bindings

// dear imgui, v1.92.5
// (headers)

// Help:
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
// - Read top of imgui.cpp for more details, links and comments.
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including imgui.h (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.

// Resources:
// - FAQ ........................ https://dearimgui.com/faq (in repository as docs/FAQ.md)
// - Homepage ................... https://github.com/ocornut/imgui
// - Releases & Changelog ....... https://github.com/ocornut/imgui/releases
// - Gallery .................... https://github.com/ocornut/imgui/issues?q=label%3Agallery (please post your screenshots/video there!)
// - Wiki ....................... https://github.com/ocornut/imgui/wiki (lots of good stuff there)
//   - Getting Started            https://github.com/ocornut/imgui/wiki/Getting-Started (how to integrate in an existing app by adding ~25 lines of code)
//   - Third-party Extensions     https://github.com/ocornut/imgui/wiki/Useful-Extensions (ImPlot & many more)
//   - Bindings/Backends          https://github.com/ocornut/imgui/wiki/Bindings (language bindings + backends for various tech/engines)
//   - Debug Tools                https://github.com/ocornut/imgui/wiki/Debug-Tools
//   - Glossary                   https://github.com/ocornut/imgui/wiki/Glossary
//   - Software using Dear ImGui  https://github.com/ocornut/imgui/wiki/Software-using-dear-imgui
// - Issues & support ........... https://github.com/ocornut/imgui/issues
// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
// - Web version of the Demo .... https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html (w/ source code browser)

// For FIRST-TIME users having issues compiling/linking/running:
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
// EVERYTHING ELSE should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
// Since 1.92, we encourage font loading questions to also be posted in 'Issues'.

// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')
#define IMGUI_VERSION       "1.92.5"
#define IMGUI_VERSION_NUM   19250
#define IMGUI_HAS_TABLE              // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000
#define IMGUI_HAS_TEXTURES           // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198
#define IMGUI_HAS_VIEWPORT           // In 'docking' WIP branch.
#define IMGUI_HAS_DOCK               // In 'docking' WIP branch.

// Extra defines set by Dear Bindings for internal purposes
#define IMGUI_DEAR_BINDINGS_HAS_GETWINDOWFRAMEBUFFERSCALE
#define IMGUI_DEAR_BINDINGS_HAS_GETWINDOWWORKAREAINSETS

/*

Index of this file:
// [SECTION] Header mess
// [SECTION] Forward declarations and basic types
// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
// [SECTION] Dear ImGui end-user API functions
// [SECTION] Flags & Enumerations
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
// [SECTION] Helpers: Debug log, Memory allocations macros, ImVector<>
// [SECTION] ImGuiStyle
// [SECTION] ImGuiIO
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload)
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage)
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
// [SECTION] Obsolete functions and types

*/

#pragma once

#ifdef __cplusplus
extern "C"
{
#endif
// Configuration file with compile-time options
// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system)
#ifdef IMGUI_USER_CONFIG
#include IMGUI_USER_CONFIG
#endif // #ifdef IMGUI_USER_CONFIG
#include "imconfig.h"  //-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE
// [SECTION] Header mess
//-----------------------------------------------------------------------------

// Includes
#include <stdint.h>
#include <stdbool.h>
#include <stdarg.h>
#include <stddef.h>
// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// CIMGUI_API is used for core imgui functions, CIMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up.
#ifndef CIMGUI_API
#define CIMGUI_API
#endif // #ifndef CIMGUI_API
#ifndef CIMGUI_IMPL_API
#define CIMGUI_IMPL_API              CIMGUI_API
#endif // #ifndef CIMGUI_IMPL_API
// Helper Macros
// (note: compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.)
#ifndef IM_ASSERT
#include <assert.h>
#define IM_ASSERT(_EXPR)            assert(_EXPR)                                // You can override the default assert handler by editing imconfig.h
#endif // #ifndef IM_ASSERT
#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR) / sizeof(*(_ARR))))      // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR)             ((void)(_VAR))                               // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
#define IM_STRINGIFY_HELPER(_EXPR)  #_EXPR
#define IM_STRINGIFY(_EXPR)         IM_STRINGIFY_HELPER(_EXPR)                   // Preprocessor idiom to stringify e.g. an integer or a macro.

// Check that version and structures layouts are matching between compiled imgui code and caller. Read comments above DebugCheckVersionAndDataLayout() for details.
#define CIMGUI_CHECKVERSION() ImGui_DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))

// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
// (MSVC provides an equivalent mechanism via SAL Annotations but it requires the macros in a different
//  location. e.g. #include <sal.h> + void myprintf(_Printf_format_string_ const char* format, ...),
//  and only works when using Code Analysis, rather than just normal compiling).
// (see https://github.com/ocornut/imgui/issues/8871 for a patch to enable this for MSVC's Code Analysis)
#if !defined(IMGUI_USE_STB_SPRINTF)&& defined(__MINGW32__)&&!defined(__clang__)
#define IM_FMTARGS(FMT)             __attribute__((format(gnu_printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT)             __attribute__((format(gnu_printf, FMT, 0)))
#else
#if !defined(IMGUI_USE_STB_SPRINTF)&&(defined(__clang__)|| defined(__GNUC__))
#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
#else
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif // #if !defined(IMGUI_USE_STB_SPRINTF)&&(defined(__clang__)|| defined(__GNUC__))
#endif // #if !defined(IMGUI_USE_STB_SPRINTF)&& defined(__MINGW32__)&&!defined(__clang__)
// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions)
#if defined(_MSC_VER)&&!defined(__clang__)&&!defined(__INTEL_COMPILER)&&!defined(IMGUI_DEBUG_PARANOID)
#define IM_MSVC_RUNTIME_CHECKS_OFF      __pragma(runtime_checks("",off))     __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
#define IM_MSVC_RUNTIME_CHECKS_RESTORE  __pragma(runtime_checks("",restore)) __pragma(check_stack())    __pragma(strict_gs_check(pop))
#else
#define IM_MSVC_RUNTIME_CHECKS_OFF
#define IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif // #if defined(_MSC_VER)&&!defined(__clang__)&&!defined(__INTEL_COMPILER)&&!defined(IMGUI_DEBUG_PARANOID)
// Warnings
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 26495)     // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
#endif // #ifdef _MSC_VER
#if defined(__clang__)
#pragma clang diagnostic push
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option"          // warning: unknown warning group 'xxx'
#endif // #if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-pragmas"                 // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast"                  // warning: use of old-style cast
#pragma clang diagnostic ignored "-Wfloat-equal"                     // warning: comparing floating point with == or != is unsafe
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"   // warning: zero as null pointer constant
#pragma clang diagnostic ignored "-Wreserved-identifier"             // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
#pragma clang diagnostic ignored "-Wunsafe-buffer-usage"             // warning: 'xxx' is an unsafe pointer used for buffer access
#pragma clang diagnostic ignored "-Wnontrivial-memaccess"            // warning: first argument in call to 'memset' is a pointer to non-trivially copyable type
#else
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpragmas"                           // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wfloat-equal"                       // warning: comparing floating-point with '==' or '!=' is unsafe
#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 // #if defined(__GNUC__)
#endif // #if defined(__clang__)
//-----------------------------------------------------------------------------
// [SECTION] Forward declarations and basic types
// Auto-generated forward declarations for C header
typedef struct ImVec2_t ImVec2;
typedef struct ImVec4_t ImVec4;
typedef struct ImTextureRef_t ImTextureRef;
typedef struct ImVector_ImGuiTextRange_t ImVector_ImGuiTextRange;
typedef struct ImVector_char_t ImVector_char;
typedef struct ImVector_ImGuiStoragePair_t ImVector_ImGuiStoragePair;
typedef struct ImVector_ImGuiSelectionRequest_t ImVector_ImGuiSelectionRequest;
typedef struct ImVector_ImDrawChannel_t ImVector_ImDrawChannel;
typedef struct ImVector_ImDrawCmd_t ImVector_ImDrawCmd;
typedef struct ImVector_ImDrawIdx_t ImVector_ImDrawIdx;
typedef struct ImVector_ImDrawVert_t ImVector_ImDrawVert;
typedef struct ImVector_ImVec2_t ImVector_ImVec2;
typedef struct ImVector_ImVec4_t ImVector_ImVec4;
typedef struct ImVector_ImTextureRef_t ImVector_ImTextureRef;
typedef struct ImVector_ImU8_t ImVector_ImU8;
typedef struct ImVector_ImDrawListPtr_t ImVector_ImDrawListPtr;
typedef struct ImVector_ImTextureRect_t ImVector_ImTextureRect;
typedef struct ImVector_ImU32_t ImVector_ImU32;
typedef struct ImVector_ImWchar_t ImVector_ImWchar;
typedef struct ImVector_ImFontPtr_t ImVector_ImFontPtr;
typedef struct ImVector_ImFontConfig_t ImVector_ImFontConfig;
typedef struct ImVector_ImDrawListSharedDataPtr_t ImVector_ImDrawListSharedDataPtr;
typedef struct ImVector_float_t ImVector_float;
typedef struct ImVector_ImU16_t ImVector_ImU16;
typedef struct ImVector_ImFontGlyph_t ImVector_ImFontGlyph;
typedef struct ImVector_ImFontConfigPtr_t ImVector_ImFontConfigPtr;
typedef struct ImVector_ImGuiPlatformMonitor_t ImVector_ImGuiPlatformMonitor;
typedef struct ImVector_ImTextureDataPtr_t ImVector_ImTextureDataPtr;
typedef struct ImVector_ImGuiViewportPtr_t ImVector_ImGuiViewportPtr;
typedef struct ImGuiTextFilter_ImGuiTextRange_t ImGuiTextFilter_ImGuiTextRange;
typedef struct ImDrawCmdHeader_t ImDrawCmdHeader;
// ImDrawIdx: vertex index. [Compile-time configurable type]
// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended).
// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file.
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;  // Default: 16-bit (for maximum compatibility with renderer backends)
#endif // #ifndef ImDrawIdx
//-----------------------------------------------------------------------------

// Scalar data types
typedef unsigned int ImGuiID;      // A unique ID used by widgets (typically the result of hashing a stack of string)
typedef signed char ImS8;          // 8-bit signed integer
typedef unsigned char ImU8;        // 8-bit unsigned integer
typedef signed short ImS16;        // 16-bit signed integer
typedef unsigned short ImU16;      // 16-bit unsigned integer
typedef signed int ImS32;          // 32-bit signed integer == int
typedef unsigned int ImU32;        // 32-bit unsigned integer (often used to store packed colors)
typedef signed long long ImS64;    // 64-bit signed integer
typedef unsigned long long ImU64;  // 64-bit unsigned integer

// Forward declarations: ImDrawList, ImFontAtlas layer
typedef struct ImDrawChannel_t ImDrawChannel;                        // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
typedef struct ImDrawCmd_t ImDrawCmd;                                // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
typedef struct ImDrawData_t ImDrawData;                              // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
typedef struct ImDrawList_t ImDrawList;                              // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
typedef struct ImDrawListSharedData_t ImDrawListSharedData;          // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
typedef struct ImDrawListSplitter_t ImDrawListSplitter;              // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
typedef struct ImDrawVert_t ImDrawVert;                              // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
typedef struct ImFont_t ImFont;                                      // Runtime data for a single font within a parent ImFontAtlas
typedef struct ImFontAtlas_t ImFontAtlas;                            // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
typedef struct ImFontAtlasBuilder_t ImFontAtlasBuilder;              // Opaque storage for building a ImFontAtlas
typedef struct ImFontAtlasRect_t ImFontAtlasRect;                    // Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
typedef struct ImFontBaked_t ImFontBaked;                            // Baked data for a ImFont at a given size.
typedef struct ImFontConfig_t ImFontConfig;                          // Configuration data when adding a font or merging fonts
typedef struct ImFontGlyph_t ImFontGlyph;                            // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
typedef struct ImFontGlyphRangesBuilder_t ImFontGlyphRangesBuilder;  // Helper to build glyph ranges from text/string data
typedef struct ImFontLoader_t ImFontLoader;                          // Opaque interface to a font loading backend (stb_truetype, FreeType etc.).
typedef struct ImTextureData_t ImTextureData;                        // Specs and pixel storage for a texture used by Dear ImGui.
typedef struct ImTextureRect_t ImTextureRect;                        // Coordinates of a rectangle within a texture.
typedef struct ImColor_t ImColor;                                    // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)

// Forward declarations: ImGui layer
typedef struct ImGuiContext_t ImGuiContext;                                    // Dear ImGui context (opaque structure, unless including imgui_internal.h)
typedef struct ImGuiIO_t ImGuiIO;                                              // Main configuration and I/O between your application and ImGui (also see: ImGuiPlatformIO)
typedef struct ImGuiInputTextCallbackData_t ImGuiInputTextCallbackData;        // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
typedef struct ImGuiKeyData_t ImGuiKeyData;                                    // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
typedef struct ImGuiListClipper_t ImGuiListClipper;                            // Helper to manually clip large list of items
typedef struct ImGuiMultiSelectIO_t ImGuiMultiSelectIO;                        // Structure to interact with a BeginMultiSelect()/EndMultiSelect() block
typedef struct ImGuiPayload_t ImGuiPayload;                                    // User data payload for drag and drop operations
typedef struct ImGuiPlatformIO_t ImGuiPlatformIO;                              // Interface between platform/renderer backends and ImGui (e.g. Clipboard, IME, Multi-Viewport support). Extends ImGuiIO.
typedef struct ImGuiPlatformImeData_t ImGuiPlatformImeData;                    // Platform IME data for io.PlatformSetImeDataFn() function.
typedef struct ImGuiPlatformMonitor_t ImGuiPlatformMonitor;                    // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
typedef struct ImGuiSelectionBasicStorage_t ImGuiSelectionBasicStorage;        // Optional helper to store multi-selection state + apply multi-selection requests.
typedef struct ImGuiSelectionExternalStorage_t ImGuiSelectionExternalStorage;  //Optional helper to apply multi-selection requests to existing randomly accessible storage.
typedef struct ImGuiSelectionRequest_t ImGuiSelectionRequest;                  // A selection request (stored in ImGuiMultiSelectIO)
typedef struct ImGuiSizeCallbackData_t ImGuiSizeCallbackData;                  // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
typedef struct ImGuiStorage_t ImGuiStorage;                                    // Helper for key->value storage (container sorted by key)
typedef struct ImGuiStoragePair_t ImGuiStoragePair;                            // Helper for key->value storage (pair)
typedef struct ImGuiStyle_t ImGuiStyle;                                        // Runtime data for styling/colors
typedef struct ImGuiTableSortSpecs_t ImGuiTableSortSpecs;                      // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
typedef struct ImGuiTableColumnSortSpecs_t ImGuiTableColumnSortSpecs;          // Sorting specification for one column of a table
typedef struct ImGuiTextBuffer_t ImGuiTextBuffer;                              // Helper to hold and append into a text buffer (~string builder)
typedef struct ImGuiTextFilter_t ImGuiTextFilter;                              // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
typedef struct ImGuiViewport_t ImGuiViewport;                                  // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor
typedef struct ImGuiWindowClass_t ImGuiWindowClass;                            // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)

// Enumerations
// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
//   - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
//   - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
//   - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
typedef int ImGuiDir;             // -> enum ImGuiDir              // Enum: A cardinal direction (Left, Right, Up, Down)
typedef int ImGuiKey;             // -> enum ImGuiKey              // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
typedef int ImGuiMouseSource;     // -> enum ImGuiMouseSource      // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen)
typedef ImU8 ImGuiSortDirection;  // -> enum ImGuiSortDirection    // Enum: A sorting direction (ascending or descending)
typedef int ImGuiCol;             // -> enum ImGuiCol_             // Enum: A color identifier for styling
typedef int ImGuiCond;            // -> enum ImGuiCond_            // Enum: A condition for many Set*() functions
typedef int ImGuiDataType;        // -> enum ImGuiDataType_        // Enum: A primary data type
typedef int ImGuiMouseButton;     // -> enum ImGuiMouseButton_     // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
typedef int ImGuiMouseCursor;     // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor shape
typedef int ImGuiStyleVar;        // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
typedef int ImGuiTableBgTarget;   // -> enum ImGuiTableBgTarget_   // Enum: A color target for TableSetBgColor()

// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
//   - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
//   - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
//   - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
typedef int ImDrawFlags;            // -> enum ImDrawFlags_          // Flags: for ImDrawList functions
typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList instance
typedef int ImDrawTextFlags;        // -> enum ImDrawTextFlags_      // Internal, do not use!
typedef int ImFontFlags;            // -> enum ImFontFlags_          // Flags: for ImFont
typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas
typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
typedef int ImGuiButtonFlags;       // -> enum ImGuiButtonFlags_     // Flags: for InvisibleButton()
typedef int ImGuiChildFlags;        // -> enum ImGuiChildFlags_      // Flags: for BeginChild()
typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit4(), ColorPicker4() etc.
typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
typedef int ImGuiDockNodeFlags;     // -> enum ImGuiDockNodeFlags_   // Flags: for DockSpace()
typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputFlags;        // -> enum ImGuiInputFlags_      // Flags: for Shortcut(), SetNextItemShortcut()
typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiItemFlags;         // -> enum ImGuiItemFlags_       // Flags: for PushItemFlag(), shared by all items
typedef int ImGuiKeyChord;          // -> ImGuiKey | ImGuiMod_XXX    // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedef int ImGuiListClipperFlags;  // -> enum ImGuiListClipperFlags_// Flags: for ImGuiListClipper
typedef int ImGuiPopupFlags;        // -> enum ImGuiPopupFlags_      // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiMultiSelectFlags;  // -> enum ImGuiMultiSelectFlags_// Flags: for BeginMultiSelect()
typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiSliderFlags;       // -> enum ImGuiSliderFlags_     // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
typedef int ImGuiTabBarFlags;       // -> enum ImGuiTabBarFlags_     // Flags: for BeginTabBar()
typedef int ImGuiTabItemFlags;      // -> enum ImGuiTabItemFlags_    // Flags: for BeginTabItem()
typedef int ImGuiTableFlags;        // -> enum ImGuiTableFlags_      // Flags: For BeginTable()
typedef int ImGuiTableColumnFlags;  // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn()
typedef int ImGuiTableRowFlags;     // -> enum ImGuiTableRowFlags_   // Flags: For TableNextRow()
typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader()
typedef int ImGuiViewportFlags;     // -> enum ImGuiViewportFlags_   // Flags: for ImGuiViewport
typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin(), BeginChild()

// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
typedef unsigned int ImWchar32;        // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
typedef unsigned short ImWchar16;      // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
#ifdef IMGUI_USE_WCHAR32
typedef ImWchar32 ImWchar;
#else
typedef ImWchar16 ImWchar;
#endif// ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
// Multi-Selection item index or identifier when using BeginMultiSelect()
// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure.
// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details.
typedef ImS64 ImGuiSelectionUserData;

// Callback and functions types
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data);  // Callback function for ImGui::InputText()
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);           // Callback function for ImGui::SetNextWindowSizeConstraints()
typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data);           // Function signature for ImGui::SetAllocatorFunctions()
typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data);             // Function signature for ImGui::SetAllocatorFunctions()

// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type]
// - This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type.
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec2_t
{
    float x, y;
};

// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
struct ImVec4_t
{
    float x, y, z, w;
};
IM_MSVC_RUNTIME_CHECKS_RESTORE

//-----------------------------------------------------------------------------
// [SECTION] Texture identifiers (ImTextureID, ImTextureRef)
//-----------------------------------------------------------------------------

// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.
// [Compile-time configurable type]
// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value.
//   (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`;
//         Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.).
// - User may submit their own textures to e.g. ImGui::Image() function by passing this value.
// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a
//   ImTextureRef, which is stored inside a ImDrawCmd.
// - Compile-time type configuration:
//   - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file.
//   - This can be whatever to you want it to be! read the FAQ entry about textures for details.
//   - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various
//     constructors if you like. You will need to implement ==/!= operators.
// History:
// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requiring 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings.
// - In v1.92.0 (2025/06/11): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef
#ifndef ImTextureID
typedef ImU64 ImTextureID;  // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that.
#endif // #ifndef ImTextureID
// Define this if you need 0 to be a valid ImTextureID for your backend.
#ifndef ImTextureID_Invalid
#define ImTextureID_Invalid     ((ImTextureID)0)
#endif // #ifndef ImTextureID_Invalid
// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*.
// The identifier is valid even before the texture has been uploaded to the GPU/graphics system.
// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`.
// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering.
// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID.
//   Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side.
// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection
//   to extract the ImTextureID value during rendering, after texture upload has happened.
// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef().
//   We intentionally do not provide an ImTextureRef constructor for this: we don't expect this
//   to be frequently useful to the end-user, and it would be erroneously called by many legacy code.
// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef.
// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g.
//      inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }
// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef.
// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering.
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struct ImTextureRef_t
{
    // Members (either are set, never both!)
    ImTextureData* _TexData;  //      A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded.
    ImTextureID    _TexID;    // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls.
};
CIMGUI_API ImTextureID ImTextureRef_GetTexID(const ImTextureRef* self);  // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file.
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//-----------------------------------------------------------------------------
// [SECTION] Dear ImGui end-user API functions
// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!)
//-----------------------------------------------------------------------------

// Context creation and access
// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
//   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details.
CIMGUI_API ImGuiContext* ImGui_CreateContext(ImFontAtlas* shared_font_atlas /* = NULL */);
CIMGUI_API void          ImGui_DestroyContext(ImGuiContext* ctx /* = NULL */);  // NULL = destroy current context
CIMGUI_API ImGuiContext* ImGui_GetCurrentContext(void);
CIMGUI_API void          ImGui_SetCurrentContext(ImGuiContext* ctx);

// Main
CIMGUI_API ImGuiIO*         ImGui_GetIO(void);          // access the ImGuiIO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
CIMGUI_API ImGuiPlatformIO* ImGui_GetPlatformIO(void);  // access the ImGuiPlatformIO structure (mostly hooks/functions to connect to platform/renderer and OS Clipboard, IME etc.)
CIMGUI_API ImGuiStyle*      ImGui_GetStyle(void);       // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame!
CIMGUI_API void             ImGui_NewFrame(void);       // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
CIMGUI_API void             ImGui_EndFrame(void);       // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
CIMGUI_API void             ImGui_Render(void);         // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
CIMGUI_API ImDrawData*      ImGui_GetDrawData(void);    // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render.

// Demo, Debug, Information
CIMGUI_API void        ImGui_ShowDemoWindow(bool* p_open /* = NULL */);         // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
CIMGUI_API void        ImGui_ShowMetricsWindow(bool* p_open /* = NULL */);      // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
CIMGUI_API void        ImGui_ShowDebugLogWindow(bool* p_open /* = NULL */);     // create Debug Log window. display a simplified log of important dear imgui events.
CIMGUI_API void        ImGui_ShowIDStackToolWindow(bool* p_open /* = NULL */);  // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
CIMGUI_API void        ImGui_ShowAboutWindow(bool* p_open /* = NULL */);        // create About window. display Dear ImGui version, credits and build/system information.
CIMGUI_API void        ImGui_ShowStyleEditor(ImGuiStyle* ref /* = NULL */);     // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
CIMGUI_API bool        ImGui_ShowStyleSelector(const char* label);              // add style selector block (not a window), essentially a combo listing the default styles.
CIMGUI_API void        ImGui_ShowFontSelector(const char* label);               // add font selector block (not a window), essentially a combo listing the loaded fonts.
CIMGUI_API void        ImGui_ShowUserGuide(void);                               // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
CIMGUI_API const char* ImGui_GetVersion(void);                                  // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)

// Styles
CIMGUI_API void ImGui_StyleColorsDark(ImGuiStyle* dst /* = NULL */);     // new, recommended style (default)
CIMGUI_API void ImGui_StyleColorsLight(ImGuiStyle* dst /* = NULL */);    // best used with borders and a custom, thicker font
CIMGUI_API void ImGui_StyleColorsClassic(ImGuiStyle* dst /* = NULL */);  // classic imgui style

// Windows
// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window,
//   which clicking will set the boolean to false when clicked.
// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times.
//   Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin().
// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
//   anything to the window. Always call a matching End() for each Begin() call, regardless of its return value!
//   [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
//    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
//    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
// - Note that the bottom of window stack always contains a window called "Debug".
CIMGUI_API bool ImGui_Begin(const char* name, bool* p_open /* = NULL */, ImGuiWindowFlags flags /* = 0 */);
CIMGUI_API void ImGui_End(void);

// Child Windows
// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false".
//   This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true.
//   Consider updating your old code:
//      BeginChild("Name", size, false)   -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None);
//      BeginChild("Name", size, true)    -> Begin("Name", size, ImGuiChildFlags_Borders);
// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)):
//     == 0.0f: use remaining parent window size for this axis.
//      > 0.0f: use specified size for this axis.
//      < 0.0f: right/bottom-align to specified distance from available content boundaries.
// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents.
//   Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended.
// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting
//   anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value.
//   [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions
//    such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding
//    BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
CIMGUI_API bool ImGui_BeginChild(const char* str_id, ImVec2 size /* = ImVec2(0, 0) */, ImGuiChildFlags child_flags /* = 0 */, ImGuiWindowFlags window_flags /* = 0 */);
CIMGUI_API bool ImGui_BeginChildID(ImGuiID id, ImVec2 size /* = ImVec2(0, 0) */, ImGuiChildFlags child_flags /* = 0 */, ImGuiWindowFlags window_flags /* = 0 */);
CIMGUI_API void ImGui_EndChild(void);

// Windows Utilities
// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
CIMGUI_API bool           ImGui_IsWindowAppearing(void);
CIMGUI_API bool           ImGui_IsWindowCollapsed(void);
CIMGUI_API bool           ImGui_IsWindowFocused(ImGuiFocusedFlags flags /* = 0 */);  // is current window focused? or its root/child, depending on flags. see flags for options.
CIMGUI_API bool           ImGui_IsWindowHovered(ImGuiHoveredFlags flags /* = 0 */);  // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details.
CIMGUI_API ImDrawList*    ImGui_GetWindowDrawList(void);                             // get draw list associated to the current window, to append your own drawing primitives
CIMGUI_API float          ImGui_GetWindowDpiScale(void);                             // get DPI scale currently associated to the current window's viewport.
CIMGUI_API ImVec2         ImGui_GetWindowPos(void);                                  // get current window position in screen space (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
CIMGUI_API ImVec2         ImGui_GetWindowSize(void);                                 // get current window size (IT IS UNLIKELY YOU EVER NEED TO USE THIS. Consider always using GetCursorScreenPos() and GetContentRegionAvail() instead)
CIMGUI_API float          ImGui_GetWindowWidth(void);                                // get current window width (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().x.
CIMGUI_API float          ImGui_GetWindowHeight(void);                               // get current window height (IT IS UNLIKELY YOU EVER NEED TO USE THIS). Shortcut for GetWindowSize().y.
CIMGUI_API ImGuiViewport* ImGui_GetWindowViewport(void);                             // get viewport currently associated to the current window.

// Window manipulation
// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
CIMGUI_API void ImGui_SetNextWindowPos(ImVec2 pos, ImGuiCond cond /* = 0 */, ImVec2 pivot /* = ImVec2(0, 0) */);  // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
CIMGUI_API void ImGui_SetNextWindowSize(ImVec2 size, ImGuiCond cond /* = 0 */);                                   // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
CIMGUI_API void ImGui_SetNextWindowSizeConstraints(ImVec2 size_min, ImVec2 size_max, ImGuiSizeCallback custom_callback /* = NULL */, void* custom_callback_data /* = NULL */); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints.
CIMGUI_API void ImGui_SetNextWindowContentSize(ImVec2 size);                                                      // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
CIMGUI_API void ImGui_SetNextWindowCollapsed(bool collapsed, ImGuiCond cond /* = 0 */);                           // set next window collapsed state. call before Begin()
CIMGUI_API void ImGui_SetNextWindowFocus(void);                                                                   // set next window to be focused / top-most. call before Begin()
CIMGUI_API void ImGui_SetNextWindowScroll(ImVec2 scroll);                                                         // set next window scrolling value (use < 0.0f to not affect a given axis).
CIMGUI_API void ImGui_SetNextWindowBgAlpha(float alpha);                                                          // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
CIMGUI_API void ImGui_SetNextWindowViewport(ImGuiID viewport_id);                                                 // set next window viewport
CIMGUI_API void ImGui_SetWindowPos(ImVec2 pos, ImGuiCond cond /* = 0 */);                                         // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
CIMGUI_API void ImGui_SetWindowSize(ImVec2 size, ImGuiCond cond /* = 0 */);                                       // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
CIMGUI_API void ImGui_SetWindowCollapsed(bool collapsed, ImGuiCond cond /* = 0 */);                               // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
CIMGUI_API void ImGui_SetWindowFocus(void);                                                                       // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
CIMGUI_API void ImGui_SetWindowPosStr(const char* name, ImVec2 pos, ImGuiCond cond /* = 0 */);                    // set named window position.
CIMGUI_API void ImGui_SetWindowSizeStr(const char* name, ImVec2 size, ImGuiCond cond /* = 0 */);                  // set named window size. set axis to 0.0f to force an auto-fit on this axis.
CIMGUI_API void ImGui_SetWindowCollapsedStr(const char* name, bool collapsed, ImGuiCond cond /* = 0 */);          // set named window collapsed state
CIMGUI_API void ImGui_SetWindowFocusStr(const char* name);                                                        // set named window to be focused / top-most. use NULL to remove focus.

// Windows Scrolling
// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
CIMGUI_API float ImGui_GetScrollX(void);                                                     // get scrolling amount [0 .. GetScrollMaxX()]
CIMGUI_API float ImGui_GetScrollY(void);                                                     // get scrolling amount [0 .. GetScrollMaxY()]
CIMGUI_API void  ImGui_SetScrollX(float scroll_x);                                           // set scrolling amount [0 .. GetScrollMaxX()]
CIMGUI_API void  ImGui_SetScrollY(float scroll_y);                                           // set scrolling amount [0 .. GetScrollMaxY()]
CIMGUI_API float ImGui_GetScrollMaxX(void);                                                  // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
CIMGUI_API float ImGui_GetScrollMaxY(void);                                                  // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
CIMGUI_API void  ImGui_SetScrollHereX(float center_x_ratio /* = 0.5f */);                    // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
CIMGUI_API void  ImGui_SetScrollHereY(float center_y_ratio /* = 0.5f */);                    // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
CIMGUI_API void  ImGui_SetScrollFromPosX(float local_x, float center_x_ratio /* = 0.5f */);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
CIMGUI_API void  ImGui_SetScrollFromPosY(float local_y, float center_y_ratio /* = 0.5f */);  // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.

// Parameters stacks (font)
//  - PushFont(font, 0.0f)                       // Change font and keep current size
//  - PushFont(NULL, 20.0f)                      // Keep font and change current size
//  - PushFont(font, 20.0f)                      // Change font and set size to 20.0f
//  - PushFont(font, style.FontSizeBase * 2.0f)  // Change font and set size to be twice bigger than current size.
//  - PushFont(font, font->LegacySize)           // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior.
// *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted.
//  - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition.
//  - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92          // Use default font size as passed to AddFontXXX() function.
// *IMPORTANT* global scale factors are applied over the provided size.
//  - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more.
// -  If you want to apply a factor to the _current_ font size:
//  - CORRECT:   PushFont(NULL, style.FontSizeBase)         // use current unscaled size    == does nothing
//  - CORRECT:   PushFont(NULL, style.FontSizeBase * 2.0f)  // use current unscaled size x2 == make text twice bigger
//  - INCORRECT: PushFont(NULL, GetFontSize())              // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
//  - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f)       // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE!
CIMGUI_API void         ImGui_PushFontFloat(ImFont* font, float font_size_base_unscaled);  // Use NULL as a shortcut to keep current font. Use 0.0f to keep current size.
CIMGUI_API void         ImGui_PopFont(void);
CIMGUI_API ImFont*      ImGui_GetFont(void);                                               // get current font
CIMGUI_API float        ImGui_GetFontSize(void);                                           // get current scaled font size (= height in pixels). AFTER global scale factors applied. *IMPORTANT* DO NOT PASS THIS VALUE TO PushFont()! Use ImGui::GetStyle().FontSizeBase to get value before global scale factors.
CIMGUI_API ImFontBaked* ImGui_GetFontBaked(void);                                          // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize())

// Parameters stacks (shared)
CIMGUI_API void ImGui_PushStyleColor(ImGuiCol idx, ImU32 col);            // modify a style color. always use this if you modify the style after NewFrame().
CIMGUI_API void ImGui_PushStyleColorImVec4(ImGuiCol idx, ImVec4 col);
CIMGUI_API void ImGui_PopStyleColor(int count /* = 1 */);
CIMGUI_API void ImGui_PushStyleVar(ImGuiStyleVar idx, float val);         // modify a style float variable. always use this if you modify the style after NewFrame()!
CIMGUI_API void ImGui_PushStyleVarImVec2(ImGuiStyleVar idx, ImVec2 val);  // modify a style ImVec2 variable. "
CIMGUI_API void ImGui_PushStyleVarX(ImGuiStyleVar idx, float val_x);      // modify X component of a style ImVec2 variable. "
CIMGUI_API void ImGui_PushStyleVarY(ImGuiStyleVar idx, float val_y);      // modify Y component of a style ImVec2 variable. "
CIMGUI_API void ImGui_PopStyleVar(int count /* = 1 */);
CIMGUI_API void ImGui_PushItemFlag(ImGuiItemFlags option, bool enabled);  // modify specified shared item flag, e.g. PushItemFlag(ImGuiItemFlags_NoTabStop, true)
CIMGUI_API void ImGui_PopItemFlag(void);

// Parameters stacks (current window)
CIMGUI_API void  ImGui_PushItemWidth(float item_width);                       // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
CIMGUI_API void  ImGui_PopItemWidth(void);
CIMGUI_API void  ImGui_SetNextItemWidth(float item_width);                    // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
CIMGUI_API float ImGui_CalcItemWidth(void);                                   // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
CIMGUI_API void  ImGui_PushTextWrapPos(float wrap_local_pos_x /* = 0.0f */);  // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
CIMGUI_API void  ImGui_PopTextWrapPos(void);

// Style read access
// - Use the ShowStyleEditor() function to interactively see/edit the colors.
CIMGUI_API ImVec2        ImGui_GetFontTexUvWhitePixel(void);                               // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API
CIMGUI_API ImU32         ImGui_GetColorU32(ImGuiCol idx, float alpha_mul /* = 1.0f */);    // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
CIMGUI_API ImU32         ImGui_GetColorU32ImVec4(ImVec4 col);                              // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
CIMGUI_API ImU32         ImGui_GetColorU32ImU32(ImU32 col, float alpha_mul /* = 1.0f */);  // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
CIMGUI_API const ImVec4* ImGui_GetStyleColorVec4(ImGuiCol idx);                            // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.

// Layout cursor positioning
// - By "cursor" we mean the current output position.
// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down.
// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget.
// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail().
// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
//    - Absolute coordinate:        GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward.
//    - Window-local coordinates:   SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos()
//    - Window-local coordinates:   GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM.
// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it.
CIMGUI_API ImVec2 ImGui_GetCursorScreenPos(void);        // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND (prefer using this rather than GetCursorPos(), also more useful to work with ImDrawList API).
CIMGUI_API void   ImGui_SetCursorScreenPos(ImVec2 pos);  // cursor position, absolute coordinates. THIS IS YOUR BEST FRIEND.
CIMGUI_API ImVec2 ImGui_GetContentRegionAvail(void);     // available space from current position. THIS IS YOUR BEST FRIEND.
CIMGUI_API ImVec2 ImGui_GetCursorPos(void);              // [window-local] cursor position in window-local coordinates. This is not your best friend.
CIMGUI_API float  ImGui_GetCursorPosX(void);             // [window-local] "
CIMGUI_API float  ImGui_GetCursorPosY(void);             // [window-local] "
CIMGUI_API void   ImGui_SetCursorPos(ImVec2 local_pos);  // [window-local] "
CIMGUI_API void   ImGui_SetCursorPosX(float local_x);    // [window-local] "
CIMGUI_API void   ImGui_SetCursorPosY(float local_y);    // [window-local] "
CIMGUI_API ImVec2 ImGui_GetCursorStartPos(void);         // [window-local] initial cursor position, in window-local coordinates. Call GetCursorScreenPos() after Begin() to get the absolute coordinates version.

// Other layout functions
CIMGUI_API void  ImGui_Separator(void);                        // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
CIMGUI_API void  ImGui_SameLine(float offset_from_start_x /* = 0.0f */, float spacing /* = -1.0f */); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
CIMGUI_API void  ImGui_NewLine(void);                          // undo a SameLine() or force a new line when in a horizontal-layout context.
CIMGUI_API void  ImGui_Spacing(void);                          // add vertical spacing.
CIMGUI_API void  ImGui_Dummy(ImVec2 size);                     // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
CIMGUI_API void  ImGui_Indent(float indent_w /* = 0.0f */);    // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
CIMGUI_API void  ImGui_Unindent(float indent_w /* = 0.0f */);  // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
CIMGUI_API void  ImGui_BeginGroup(void);                       // lock horizontal starting position
CIMGUI_API void  ImGui_EndGroup(void);                         // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
CIMGUI_API void  ImGui_AlignTextToFramePadding(void);          // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
CIMGUI_API float ImGui_GetTextLineHeight(void);                // ~ FontSize
CIMGUI_API float ImGui_GetTextLineHeightWithSpacing(void);     // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
CIMGUI_API float ImGui_GetFrameHeight(void);                   // ~ FontSize + style.FramePadding.y * 2
CIMGUI_API float ImGui_GetFrameHeightWithSpacing(void);        // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)

// ID stack/scopes
// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.
// - Those questions are answered and impacted by understanding of the ID stack system:
//   - "Q: Why is my widget not reacting when I click on it?"
//   - "Q: How can I have widgets with an empty label?"
//   - "Q: How can I have multiple widgets with the same label?"
// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely
//   want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others.
// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID,
//   whereas "str_id" denote a string that is only used as an ID and not normally displayed.
CIMGUI_API void    ImGui_PushID(const char* str_id);                                   // push string into the ID stack (will hash string).
CIMGUI_API void    ImGui_PushIDStr(const char* str_id_begin, const char* str_id_end);  // push string into the ID stack (will hash string).
CIMGUI_API void    ImGui_PushIDPtr(const void* ptr_id);                                // push pointer into the ID stack (will hash pointer).
CIMGUI_API void    ImGui_PushIDInt(int int_id);                                        // push integer into the ID stack (will hash integer).
CIMGUI_API void    ImGui_PopID(void);                                                  // pop from the ID stack.
CIMGUI_API ImGuiID ImGui_GetID(const char* str_id);                                    // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
CIMGUI_API ImGuiID ImGui_GetIDStr(const char* str_id_begin, const char* str_id_end);
CIMGUI_API ImGuiID ImGui_GetIDPtr(const void* ptr_id);
CIMGUI_API ImGuiID ImGui_GetIDInt(int int_id);

// Widgets: Text
CIMGUI_API void ImGui_TextUnformatted(const char* text, const char* text_end /* = NULL */);        // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
CIMGUI_API void ImGui_Text(const char* fmt, ...) IM_FMTARGS(1);                                    // formatted text
CIMGUI_API void ImGui_TextV(const char* fmt, va_list args) IM_FMTLIST(1);
CIMGUI_API void ImGui_TextColored(ImVec4 col, const char* fmt, ...) IM_FMTARGS(2);                 // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
CIMGUI_API void ImGui_TextColoredUnformatted(ImVec4 col, const char* text);                        // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
CIMGUI_API void ImGui_TextColoredV(ImVec4 col, const char* fmt, va_list args) IM_FMTLIST(2);
CIMGUI_API void ImGui_TextDisabled(const char* fmt, ...) IM_FMTARGS(1);                            // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
CIMGUI_API void ImGui_TextDisabledUnformatted(const char* text);                                   // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
CIMGUI_API void ImGui_TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
CIMGUI_API void ImGui_TextWrapped(const char* fmt, ...) IM_FMTARGS(1);                             // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
CIMGUI_API void ImGui_TextWrappedUnformatted(const char* text);                                    // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
CIMGUI_API void ImGui_TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
CIMGUI_API void ImGui_LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2);            // display text+label aligned the same way as value+label widgets
CIMGUI_API void ImGui_LabelTextUnformatted(const char* label, const char* text);                   // display text+label aligned the same way as value+label widgets
CIMGUI_API void ImGui_LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
CIMGUI_API void ImGui_BulletText(const char* fmt, ...) IM_FMTARGS(1);                              // shortcut for Bullet()+Text()
CIMGUI_API void ImGui_BulletTextUnformatted(const char* text);                                     // shortcut for Bullet()+Text()
CIMGUI_API void ImGui_BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
CIMGUI_API void ImGui_SeparatorText(const char* label);                                            // currently: formatted text with a horizontal line

// Widgets: Main
// - Most widgets return true when the value has been changed or when pressed/selected
// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state.
CIMGUI_API bool ImGui_Button(const char* label, ImVec2 size /* = ImVec2(0, 0) */);                             // button
CIMGUI_API bool ImGui_SmallButton(const char* label);                                                          // button with (FramePadding.y == 0) to easily embed within text
CIMGUI_API bool ImGui_InvisibleButton(const char* str_id, ImVec2 size, ImGuiButtonFlags flags /* = 0 */);      // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
CIMGUI_API bool ImGui_ArrowButton(const char* str_id, ImGuiDir dir);                                           // square button with an arrow shape
CIMGUI_API bool ImGui_Checkbox(const char* label, bool* v);
CIMGUI_API bool ImGui_CheckboxFlagsIntPtr(const char* label, int* flags, int flags_value);
CIMGUI_API bool ImGui_CheckboxFlagsUintPtr(const char* label, unsigned int* flags, unsigned int flags_value);
CIMGUI_API bool ImGui_RadioButton(const char* label, bool active);                                             // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
CIMGUI_API bool ImGui_RadioButtonIntPtr(const char* label, int* v, int v_button);                              // shortcut to handle the above pattern when value is an integer
CIMGUI_API void ImGui_ProgressBar(float fraction, ImVec2 size_arg /* = ImVec2(-FLT_MIN, 0) */, const char* overlay /* = NULL */);
CIMGUI_API void ImGui_Bullet(void);                                                                            // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
CIMGUI_API bool ImGui_TextLink(const char* label);                                                             // hyperlink text button, return true when clicked
CIMGUI_API bool ImGui_TextLinkOpenURL(const char* label, const char* url /* = NULL */);                        // hyperlink text button, automatically open file/url when clicked

// Widgets: Images
// - Read about ImTextureID/ImTextureRef  here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above.
// - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side.
// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified.
// - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function.
CIMGUI_API void ImGui_Image(ImTextureRef tex_ref, ImVec2 image_size, ImVec2 uv0 /* = ImVec2(0, 0) */, ImVec2 uv1 /* = ImVec2(1, 1) */);
CIMGUI_API void ImGui_ImageWithBg(ImTextureRef tex_ref, ImVec2 image_size, ImVec2 uv0 /* = ImVec2(0, 0) */, ImVec2 uv1 /* = ImVec2(1, 1) */, ImVec4 bg_col /* = ImVec4(0, 0, 0, 0) */, ImVec4 tint_col /* = ImVec4(1, 1, 1, 1) */);
CIMGUI_API bool ImGui_ImageButton(const char* str_id, ImTextureRef tex_ref, ImVec2 image_size, ImVec2 uv0 /* = ImVec2(0, 0) */, ImVec2 uv1 /* = ImVec2(1, 1) */, ImVec4 bg_col /* = ImVec4(0, 0, 0, 0) */, ImVec4 tint_col /* = ImVec4(1, 1, 1, 1) */);

// Widgets: Combo Box (Dropdown)
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
CIMGUI_API bool ImGui_BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags /* = 0 */);
CIMGUI_API void ImGui_EndCombo(void);                                                                                                                        // only call EndCombo() if BeginCombo() returns true!
CIMGUI_API bool ImGui_ComboChar(const char* label, int* current_item, const char*const items[], int items_count, int popup_max_height_in_items /* = -1 */);
CIMGUI_API bool ImGui_Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items /* = -1 */);           // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
CIMGUI_API bool ImGui_ComboCallback(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items /* = -1 */);

// Widgets: Drag Sliders
// - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
//   the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
//   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
CIMGUI_API bool ImGui_DragFloat(const char* label, float* v, float v_speed /* = 1.0f */, float v_min /* = 0.0f */, float v_max /* = 0.0f */, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);                                          // If v_min >= v_max we have no bound
CIMGUI_API bool ImGui_DragFloat2(const char* label, float v[2], float v_speed /* = 1.0f */, float v_min /* = 0.0f */, float v_max /* = 0.0f */, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragFloat3(const char* label, float v[3], float v_speed /* = 1.0f */, float v_min /* = 0.0f */, float v_max /* = 0.0f */, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragFloat4(const char* label, float v[4], float v_speed /* = 1.0f */, float v_min /* = 0.0f */, float v_max /* = 0.0f */, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed /* = 1.0f */, float v_min /* = 0.0f */, float v_max /* = 0.0f */, const char* format /* = "%.3f" */, const char* format_max /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragInt(const char* label, int* v, float v_speed /* = 1.0f */, int v_min /* = 0 */, int v_max /* = 0 */, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);                                                          // If v_min >= v_max we have no bound
CIMGUI_API bool ImGui_DragInt2(const char* label, int v[2], float v_speed /* = 1.0f */, int v_min /* = 0 */, int v_max /* = 0 */, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragInt3(const char* label, int v[3], float v_speed /* = 1.0f */, int v_min /* = 0 */, int v_max /* = 0 */, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragInt4(const char* label, int v[4], float v_speed /* = 1.0f */, int v_min /* = 0 */, int v_max /* = 0 */, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed /* = 1.0f */, int v_min /* = 0 */, int v_max /* = 0 */, const char* format /* = "%d" */, const char* format_max /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed /* = 1.0f */, const void* p_min /* = NULL */, const void* p_max /* = NULL */, const char* format /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed /* = 1.0f */, const void* p_min /* = NULL */, const void* p_max /* = NULL */, const char* format /* = NULL */, ImGuiSliderFlags flags /* = 0 */);

// Widgets: Regular Sliders
// - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
//   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
CIMGUI_API bool ImGui_SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);                                                        // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
CIMGUI_API bool ImGui_SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderAngle(const char* label, float* v_rad, float v_degrees_min /* = -360.0f */, float v_degrees_max /* = +360.0f */, const char* format /* = "%.0f deg" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderInt(const char* label, int* v, int v_min, int v_max, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format /* = NULL */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_VSliderFloat(const char* label, ImVec2 size, float* v, float v_min, float v_max, const char* format /* = "%.3f" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_VSliderInt(const char* label, ImVec2 size, int* v, int v_min, int v_max, const char* format /* = "%d" */, ImGuiSliderFlags flags /* = 0 */);
CIMGUI_API bool ImGui_VSliderScalar(const char* label, ImVec2 size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format /* = NULL */, ImGuiSliderFlags flags /* = 0 */);

// Widgets: Input with Keyboard
// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp!
// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
CIMGUI_API bool ImGui_InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags /* = 0 */, ImGuiInputTextCallback callback /* = NULL */, void* user_data /* = NULL */);
CIMGUI_API bool ImGui_InputTextMultiline(const char* label, char* buf, size_t buf_size, ImVec2 size /* = ImVec2(0, 0) */, ImGuiInputTextFlags flags /* = 0 */, ImGuiInputTextCallback callback /* = NULL */, void* user_data /* = NULL */);
CIMGUI_API bool ImGui_InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags /* = 0 */, ImGuiInputTextCallback callback /* = NULL */, void* user_data /* = NULL */);
CIMGUI_API bool ImGui_InputFloat(const char* label, float* v, float step /* = 0.0f */, float step_fast /* = 0.0f */, const char* format /* = "%.3f" */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputFloat2(const char* label, float v[2], const char* format /* = "%.3f" */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputFloat3(const char* label, float v[3], const char* format /* = "%.3f" */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputFloat4(const char* label, float v[4], const char* format /* = "%.3f" */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputInt(const char* label, int* v, int step /* = 1 */, int step_fast /* = 100 */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputDouble(const char* label, double* v, double step /* = 0.0 */, double step_fast /* = 0.0 */, const char* format /* = "%.6f" */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step /* = NULL */, const void* p_step_fast /* = NULL */, const char* format /* = NULL */, ImGuiInputTextFlags flags /* = 0 */);
CIMGUI_API bool ImGui_InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step /* = NULL */, const void* p_step_fast /* = NULL */, const char* format /* = NULL */, ImGuiInputTextFlags flags /* = 0 */);

// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible.
// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
CIMGUI_API bool ImGui_ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags /* = 0 */);
CIMGUI_API bool ImGui_ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags /* = 0 */);
CIMGUI_API bool ImGui_ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags /* = 0 */);
CIMGUI_API bool ImGui_ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags /* = 0 */, const float* ref_col /* = NULL */);
CIMGUI_API bool ImGui_ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags /* = 0 */, ImVec2 size /* = ImVec2(0, 0) */);  // display a color square/button, hover for details, return true when pressed.
CIMGUI_API void ImGui_SetColorEditOptions(ImGuiColorEditFlags flags);                                                                       // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.

// Widgets: Trees
// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
CIMGUI_API bool  ImGui_TreeNode(const char* label);
CIMGUI_API bool  ImGui_TreeNodeStr(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);                                        // helper variation to easily decorrelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
CIMGUI_API bool  ImGui_TreeNodeStrUnformatted(const char* str_id, const char* text);                                               // helper variation to easily decorrelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
CIMGUI_API bool  ImGui_TreeNodePtr(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);                                        // "
CIMGUI_API bool  ImGui_TreeNodePtrUnformatted(const void* ptr_id, const char* text);                                               // "
CIMGUI_API bool  ImGui_TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
CIMGUI_API bool  ImGui_TreeNodeVPtr(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
CIMGUI_API bool  ImGui_TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags /* = 0 */);
CIMGUI_API bool  ImGui_TreeNodeExStr(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
CIMGUI_API bool  ImGui_TreeNodeExStrUnformatted(const char* str_id, ImGuiTreeNodeFlags flags, const char* text);
CIMGUI_API bool  ImGui_TreeNodeExPtr(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
CIMGUI_API bool  ImGui_TreeNodeExPtrUnformatted(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* text);
CIMGUI_API bool  ImGui_TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
CIMGUI_API bool  ImGui_TreeNodeExVPtr(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
CIMGUI_API void  ImGui_TreePush(const char* str_id);                                                                               // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
CIMGUI_API void  ImGui_TreePushPtr(const void* ptr_id);                                                                            // "
CIMGUI_API void  ImGui_TreePop(void);                                                                                              // ~ Unindent()+PopID()
CIMGUI_API float ImGui_GetTreeNodeToLabelSpacing(void);                                                                            // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
CIMGUI_API bool  ImGui_CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags /* = 0 */);                                    // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
CIMGUI_API bool  ImGui_CollapsingHeaderBoolPtr(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags /* = 0 */);            // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
CIMGUI_API void  ImGui_SetNextItemOpen(bool is_open, ImGuiCond cond /* = 0 */);                                                    // set next TreeNode/CollapsingHeader open state.
CIMGUI_API void  ImGui_SetNextItemStorageID(ImGuiID storage_id);                                                                   // set id to use for open/close storage (default to same as item id).

// Widgets: Selectables
// - A selectable highlights when hovered, and can display another color when selected.
// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous.
CIMGUI_API bool ImGui_Selectable(const char* label, bool selected /* = false */, ImGuiSelectableFlags flags /* = 0 */, ImVec2 size /* = ImVec2(0, 0) */);  // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
CIMGUI_API bool ImGui_SelectableBoolPtr(const char* label, bool* p_selected, ImGuiSelectableFlags flags /* = 0 */, ImVec2 size /* = ImVec2(0, 0) */);      // "bool* p_selected" point to the selection state (read-write), as a convenient helper.

// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA]
// - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used.
// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else).
// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo.
// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree,
//   which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo.
// - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them.
CIMGUI_API ImGuiMultiSelectIO* ImGui_BeginMultiSelect(ImGuiMultiSelectFlags flags, int selection_size /* = -1 */, int items_count /* = -1 */);
CIMGUI_API ImGuiMultiSelectIO* ImGui_EndMultiSelect(void);
CIMGUI_API void                ImGui_SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data);
CIMGUI_API bool                ImGui_IsItemToggledSelection(void);  // Was the last item selection state toggled? Useful if you need the per-item information _before_ reaching EndMultiSelect(). We only returns toggle _event_ in order to handle clipping correctly.

// Widgets: List Boxes
// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label.
// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result.
// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items.
// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created.
// - Choose frame width:   size.x > 0.0f: custom  /  size.x < 0.0f or -FLT_MIN: right-align   /  size.x = 0.0f (default): use current ItemWidth
// - Choose frame height:  size.y > 0.0f: custom  /  size.y < 0.0f or -FLT_MIN: bottom-align  /  size.y = 0.0f (default): arbitrary default height which can fit ~7 items
CIMGUI_API bool ImGui_BeginListBox(const char* label, ImVec2 size /* = ImVec2(0, 0) */);                                                         // open a framed scrolling region
CIMGUI_API void ImGui_EndListBox(void);                                                                                                          // only call EndListBox() if BeginListBox() returned true!
CIMGUI_API bool ImGui_ListBox(const char* label, int* current_item, const char*const items[], int items_count, int height_in_items /* = -1 */);
CIMGUI_API bool ImGui_ListBoxCallback(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items /* = -1 */);

// Widgets: Data Plotting
// - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
CIMGUI_API void ImGui_PlotLines(const char* label, const float* values, int values_count, int values_offset /* = 0 */, const char* overlay_text /* = NULL */, float scale_min /* = FLT_MAX */, float scale_max /* = FLT_MAX */, ImVec2 graph_size /* = ImVec2(0, 0) */, int stride /* = sizeof(float) */);
CIMGUI_API void ImGui_PlotLinesCallback(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset /* = 0 */, const char* overlay_text /* = NULL */, float scale_min /* = FLT_MAX */, float scale_max /* = FLT_MAX */, ImVec2 graph_size /* = ImVec2(0, 0) */);
CIMGUI_API void ImGui_PlotHistogram(const char* label, const float* values, int values_count, int values_offset /* = 0 */, const char* overlay_text /* = NULL */, float scale_min /* = FLT_MAX */, float scale_max /* = FLT_MAX */, ImVec2 graph_size /* = ImVec2(0, 0) */, int stride /* = sizeof(float) */);
CIMGUI_API void ImGui_PlotHistogramCallback(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset /* = 0 */, const char* overlay_text /* = NULL */, float scale_min /* = FLT_MAX */, float scale_max /* = FLT_MAX */, ImVec2 graph_size /* = ImVec2(0, 0) */);

// Widgets: Menus
// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar.
// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it.
// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it.
// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment.
CIMGUI_API bool ImGui_BeginMenuBar(void);                                       // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
CIMGUI_API void ImGui_EndMenuBar(void);                                         // only call EndMenuBar() if BeginMenuBar() returns true!
CIMGUI_API bool ImGui_BeginMainMenuBar(void);                                   // create and append to a full screen menu-bar.
CIMGUI_API void ImGui_EndMainMenuBar(void);                                     // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
CIMGUI_API bool ImGui_BeginMenu(const char* label, bool enabled /* = true */);  // create a sub-menu entry. only call EndMenu() if this returns true!
CIMGUI_API void ImGui_EndMenu(void);                                            // only call EndMenu() if BeginMenu() returns true!
CIMGUI_API bool ImGui_MenuItem(const char* label, const char* shortcut /* = NULL */, bool selected /* = false */, bool enabled /* = true */); // return true when activated.
CIMGUI_API bool ImGui_MenuItemBoolPtr(const char* label, const char* shortcut, bool* p_selected, bool enabled /* = true */); // return true when activated + toggle (*p_selected) if p_selected != NULL

// Tooltips
// - Tooltips are windows following the mouse. They do not take focus away.
// - A tooltip window can contain items of any types.
// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip)
CIMGUI_API bool ImGui_BeginTooltip(void);                                        // begin/append a tooltip window.
CIMGUI_API void ImGui_EndTooltip(void);                                          // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!
CIMGUI_API void ImGui_SetTooltip(const char* fmt, ...) IM_FMTARGS(1);            // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
CIMGUI_API void ImGui_SetTooltipUnformatted(const char* text);                   // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().
CIMGUI_API void ImGui_SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);

// Tooltips: helpers for showing a tooltip when hovering an item
// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom.
// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom.
// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.
CIMGUI_API bool ImGui_BeginItemTooltip(void);                                        // begin/append a tooltip window if preceding item was hovered.
CIMGUI_API void ImGui_SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1);            // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
CIMGUI_API void ImGui_SetItemTooltipUnformatted(const char* text);                   // set a text-only tooltip if preceding item was hovered. override any previous call to SetTooltip().
CIMGUI_API void ImGui_SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);

// Popups, Modals
//  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.
//  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
//  - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls.
//  - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time.
//  - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered().
//  - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack.
//    This is sometimes leading to confusing mistakes. May rework this in the future.
//  - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window.
//  - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
CIMGUI_API bool ImGui_BeginPopup(const char* str_id, ImGuiWindowFlags flags /* = 0 */);                                // return true if the popup is open, and you can start outputting to it.
CIMGUI_API bool ImGui_BeginPopupModal(const char* name, bool* p_open /* = NULL */, ImGuiWindowFlags flags /* = 0 */);  // return true if the modal is open, and you can start outputting to it.
CIMGUI_API void ImGui_EndPopup(void);                                                                                  // only call EndPopup() if BeginPopupXXX() returns true!

// Popups: open/close functions
//  - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options.
//  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.
//  - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually.
//  - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
//  - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
//  - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
//  - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
CIMGUI_API void ImGui_OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags /* = 0 */);                          // call to mark popup as open (don't call every frame!).
CIMGUI_API void ImGui_OpenPopupID(ImGuiID id, ImGuiPopupFlags popup_flags /* = 0 */);                                // id overload to facilitate calling from nested stacks
CIMGUI_API void ImGui_OpenPopupOnItemClick(const char* str_id /* = NULL */, ImGuiPopupFlags popup_flags /* = 1 */);  // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
CIMGUI_API void ImGui_CloseCurrentPopup(void);                                                                       // manually close the popup we have begin-ed into.

// Popups: open+begin combined functions helpers
//  - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking.
//  - They are convenient to easily create context menus, hence the name.
//  - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future.
//  - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
CIMGUI_API bool ImGui_BeginPopupContextItem(const char* str_id /* = NULL */, ImGuiPopupFlags popup_flags /* = 1 */);    // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
CIMGUI_API bool ImGui_BeginPopupContextWindow(const char* str_id /* = NULL */, ImGuiPopupFlags popup_flags /* = 1 */);  // open+begin popup when clicked on current window.
CIMGUI_API bool ImGui_BeginPopupContextVoid(const char* str_id /* = NULL */, ImGuiPopupFlags popup_flags /* = 1 */);    // open+begin popup when clicked in void (where there are no windows).

// Popups: query functions
//  - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack.
//  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack.
//  - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open.
CIMGUI_API bool ImGui_IsPopupOpen(const char* str_id, ImGuiPopupFlags flags /* = 0 */);  // return true if the popup is open.

// Tables
// - Full-featured replacement for old Columns API.
// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary.
// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags.
// The typical call flow is:
// - 1. Call BeginTable(), early out if returning false.
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
// - 5. Populate contents:
//    - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
//    - If you are using tables as a sort of grid, where every column is holding the same type of contents,
//      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
//      TableNextColumn() will automatically wrap-around into the next row if needed.
//    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
//    - Summary of possible call flow:
//        - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1")  // OK
//        - TableNextRow() -> TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK
//        -                   TableNextColumn()      -> Text("Hello 0") -> TableNextColumn()      -> Text("Hello 1")  // OK: TableNextColumn() automatically gets to next row!
//        - TableNextRow()                           -> Text("Hello 0")                                               // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear!
// - 5. Call EndTable()
CIMGUI_API bool ImGui_BeginTable(const char* str_id, int columns, ImGuiTableFlags flags /* = 0 */, ImVec2 outer_size /* = ImVec2(0.0f, 0.0f) */, float inner_width /* = 0.0f */);
CIMGUI_API void ImGui_EndTable(void);                     // only call EndTable() if BeginTable() returns true!
CIMGUI_API void ImGui_TableNextRow(ImGuiTableRowFlags row_flags /* = 0 */, float min_row_height /* = 0.0f */); // append into the first cell of a new row.
CIMGUI_API bool ImGui_TableNextColumn(void);              // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
CIMGUI_API bool ImGui_TableSetColumnIndex(int column_n);  // append into the specified column. Return true when column is visible.

// Tables: Headers & Columns declaration
// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc.
// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column.
//   Headers are required to perform: reordering, sorting, and opening the context menu.
//   The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody.
// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in
//   some advanced use cases (e.g. adding custom widgets in header row).
// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled.
CIMGUI_API void ImGui_TableSetupColumn(const char* label, ImGuiTableColumnFlags flags /* = 0 */, float init_width_or_weight /* = 0.0f */, ImGuiID user_id /* = 0 */);
CIMGUI_API void ImGui_TableSetupScrollFreeze(int cols, int rows);  // lock columns/rows so they stay visible when scrolled.
CIMGUI_API void ImGui_TableHeader(const char* label);              // submit one header cell manually (rarely used)
CIMGUI_API void ImGui_TableHeadersRow(void);                       // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu
CIMGUI_API void ImGui_TableAngledHeadersRow(void);                 // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW.

// Tables: Sorting & Miscellaneous functions
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
//   When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
//   changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
//   else you may wastefully sort your data every frame!
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
CIMGUI_API ImGuiTableSortSpecs*  ImGui_TableGetSortSpecs(void);                       // get latest sort specs for the table (NULL if not sorting).  Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
CIMGUI_API int                   ImGui_TableGetColumnCount(void);                     // return number of columns (value passed to BeginTable)
CIMGUI_API int                   ImGui_TableGetColumnIndex(void);                     // return current column index.
CIMGUI_API int                   ImGui_TableGetRowIndex(void);                        // return current row index (header rows are accounted for)
CIMGUI_API const char*           ImGui_TableGetColumnName(int column_n /* = -1 */);   // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
CIMGUI_API ImGuiTableColumnFlags ImGui_TableGetColumnFlags(int column_n /* = -1 */);  // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
CIMGUI_API void                  ImGui_TableSetColumnEnabled(int column_n, bool v);   // change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
CIMGUI_API int                   ImGui_TableGetHoveredColumn(void);                   // return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. Can also use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead.
CIMGUI_API void                  ImGui_TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n /* = -1 */); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.

// Legacy Columns API (prefer using Tables!)
// - You can also use SameLine(pos_x) to mimic simplified columns.
CIMGUI_API void  ImGui_Columns(int count /* = 1 */, const char* id /* = NULL */, bool borders /* = true */);
CIMGUI_API void  ImGui_NextColumn(void);                                   // next column, defaults to current row or next row if the current row is finished
CIMGUI_API int   ImGui_GetColumnIndex(void);                               // get current column index
CIMGUI_API float ImGui_GetColumnWidth(int column_index /* = -1 */);        // get column width (in pixels). pass -1 to use current column
CIMGUI_API void  ImGui_SetColumnWidth(int column_index, float width);      // set column width (in pixels). pass -1 to use current column
CIMGUI_API float ImGui_GetColumnOffset(int column_index /* = -1 */);       // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
CIMGUI_API void  ImGui_SetColumnOffset(int column_index, float offset_x);  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
CIMGUI_API int   ImGui_GetColumnsCount(void);

// Tab Bars, Tabs
// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
CIMGUI_API bool ImGui_BeginTabBar(const char* str_id, ImGuiTabBarFlags flags /* = 0 */);    // create and append into a TabBar
CIMGUI_API void ImGui_EndTabBar(void);                                                      // only call EndTabBar() if BeginTabBar() returns true!
CIMGUI_API bool ImGui_BeginTabItem(const char* label, bool* p_open /* = NULL */, ImGuiTabItemFlags flags /* = 0 */); // create a Tab. Returns true if the Tab is selected.
CIMGUI_API void ImGui_EndTabItem(void);                                                     // only call EndTabItem() if BeginTabItem() returns true!
CIMGUI_API bool ImGui_TabItemButton(const char* label, ImGuiTabItemFlags flags /* = 0 */);  // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
CIMGUI_API void ImGui_SetTabItemClosed(const char* tab_or_docked_window_label);             // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.

// Docking
// - Read https://github.com/ocornut/imgui/wiki/Docking for details.
// - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
// - You can use most Docking facilities without calling any API. You don't necessarily need to call a DockSpaceXXX function to use Docking!
//   - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.
//   - Drag from window menu button (upper-left button) to undock an entire node (all windows).
//   - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking.
// - Dockspaces:
//   - If you want to dock windows into the edge of your screen, most application can simply call DockSpaceOverViewport():
//     e.g. ImGui::NewFrame(); then ImGui::DockSpaceOverViewport();  // Create a dockspace in main viewport.
//      or: ImGui::NewFrame(); then ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode);  // Create a dockspace in main viewport, where central node is transparent.
//   - A dockspace is an explicit dock node within an existing window.
//   - DockSpaceOverViewport() basically creates an invisible window covering a viewport, and submit a DockSpace() into it.
//   - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame!
//   - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
//     If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
// - Programmatic docking:
//   - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that!
//   - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API.
CIMGUI_API ImGuiID ImGui_DockSpace(ImGuiID dockspace_id, ImVec2 size /* = ImVec2(0, 0) */, ImGuiDockNodeFlags flags /* = 0 */, const ImGuiWindowClass* window_class /* = NULL */);
CIMGUI_API ImGuiID ImGui_DockSpaceOverViewport(ImGuiID dockspace_id /* = 0 */, const ImGuiViewport* viewport /* = NULL */, ImGuiDockNodeFlags flags /* = 0 */, const ImGuiWindowClass* window_class /* = NULL */);
CIMGUI_API void    ImGui_SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond /* = 0 */);  // set next window dock id
CIMGUI_API void    ImGui_SetNextWindowClass(const ImGuiWindowClass* window_class);        // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship)
CIMGUI_API ImGuiID ImGui_GetWindowDockID(void);
CIMGUI_API bool    ImGui_IsWindowDocked(void);                                            // is current window docked into another window?

// Logging/Capture
// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging.
CIMGUI_API void ImGui_LogToTTY(int auto_open_depth /* = -1 */);                                      // start logging to tty (stdout)
CIMGUI_API void ImGui_LogToFile(int auto_open_depth /* = -1 */, const char* filename /* = NULL */);  // start logging to file
CIMGUI_API void ImGui_LogToClipboard(int auto_open_depth /* = -1 */);                                // start logging to OS clipboard
CIMGUI_API void ImGui_LogFinish(void);                                                               // stop logging (close file, etc.)
CIMGUI_API void ImGui_LogButtons(void);                                                              // helper to display buttons for logging to tty/file/clipboard
CIMGUI_API void ImGui_LogText(const char* fmt, ...) IM_FMTARGS(1);                                   // pass text data straight to log (without being displayed)
CIMGUI_API void ImGui_LogTextUnformatted(const char* text);                                          // pass text data straight to log (without being displayed)
CIMGUI_API void ImGui_LogTextV(const char* fmt, va_list args) IM_FMTLIST(1);

// Drag and Drop
// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource().
// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget().
// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725)
// - An item can be both drag source and drop target.
CIMGUI_API bool                ImGui_BeginDragDropSource(ImGuiDragDropFlags flags /* = 0 */);                      // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
CIMGUI_API bool                ImGui_SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond /* = 0 */); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
CIMGUI_API void                ImGui_EndDragDropSource(void);                                                      // only call EndDragDropSource() if BeginDragDropSource() returns true!
CIMGUI_API bool                ImGui_BeginDragDropTarget(void);                                                    // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
CIMGUI_API const ImGuiPayload* ImGui_AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags /* = 0 */);  // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
CIMGUI_API void                ImGui_EndDragDropTarget(void);                                                      // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
CIMGUI_API const ImGuiPayload* ImGui_GetDragDropPayload(void);                                                     // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type.

// Disabling [BETA API]
// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors)
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
// - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled.
// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls)
CIMGUI_API void ImGui_BeginDisabled(bool disabled /* = true */);
CIMGUI_API void ImGui_EndDisabled(void);

// Clipping
// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
CIMGUI_API void ImGui_PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect);
CIMGUI_API void ImGui_PopClipRect(void);

// Focus, Activation
CIMGUI_API void ImGui_SetItemDefaultFocus(void);                   // make last item the default focused item of a newly appearing window.
CIMGUI_API void ImGui_SetKeyboardFocusHere(int offset /* = 0 */);  // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.

// Keyboard/Gamepad Navigation
CIMGUI_API void ImGui_SetNavCursorVisible(bool visible);  // alter visibility of keyboard/gamepad cursor. by default: show when using an arrow key, hide when clicking with mouse.

// Overlapping mode
CIMGUI_API void ImGui_SetNextItemAllowOverlap(void);  // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.

// Item/Widgets Utilities and Query Functions
// - Most of the functions are referring to the previous Item that has been submitted.
// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions.
CIMGUI_API bool    ImGui_IsItemHovered(ImGuiHoveredFlags flags /* = 0 */);        // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
CIMGUI_API bool    ImGui_IsItemActive(void);                                      // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
CIMGUI_API bool    ImGui_IsItemFocused(void);                                     // is the last item focused for keyboard/gamepad navigation?
CIMGUI_API bool    ImGui_IsItemClicked(ImGuiMouseButton mouse_button /* = 0 */);  // is the last item hovered and mouse clicked on? (**)  == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
CIMGUI_API bool    ImGui_IsItemVisible(void);                                     // is the last item visible? (items may be out of sight because of clipping/scrolling)
CIMGUI_API bool    ImGui_IsItemEdited(void);                                      // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
CIMGUI_API bool    ImGui_IsItemActivated(void);                                   // was the last item just made active (item was previously inactive).
CIMGUI_API bool    ImGui_IsItemDeactivated(void);                                 // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
CIMGUI_API bool    ImGui_IsItemDeactivatedAfterEdit(void);                        // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
CIMGUI_API bool    ImGui_IsItemToggledOpen(void);                                 // was the last item open state toggled? set by TreeNode().
CIMGUI_API bool    ImGui_IsAnyItemHovered(void);                                  // is any item hovered?
CIMGUI_API bool    ImGui_IsAnyItemActive(void);                                   // is any item active?
CIMGUI_API bool    ImGui_IsAnyItemFocused(void);                                  // is any item focused?
CIMGUI_API ImGuiID ImGui_GetItemID(void);                                         // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
CIMGUI_API ImVec2  ImGui_GetItemRectMin(void);                                    // get upper-left bounding rectangle of the last item (screen space)
CIMGUI_API ImVec2  ImGui_GetItemRectMax(void);                                    // get lower-right bounding rectangle of the last item (screen space)
CIMGUI_API ImVec2  ImGui_GetItemRectSize(void);                                   // get size of last item

// Viewports
// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
CIMGUI_API ImGuiViewport* ImGui_GetMainViewport(void);  // return primary/default viewport. This can never be NULL.

// Background/Foreground Draw Lists
CIMGUI_API ImDrawList* ImGui_GetBackgroundDrawList(ImGuiViewport* viewport /* = NULL */);  // get background draw list for the given viewport or viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
CIMGUI_API ImDrawList* ImGui_GetForegroundDrawList(ImGuiViewport* viewport /* = NULL */);  // get foreground draw list for the given viewport or viewport associated to the current window. this draw list will be the top-most rendered one. Useful to quickly draw shapes/text over dear imgui contents.

// Miscellaneous Utilities
CIMGUI_API bool                  ImGui_IsRectVisibleBySize(ImVec2 size);                 // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
CIMGUI_API bool                  ImGui_IsRectVisible(ImVec2 rect_min, ImVec2 rect_max);  // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
CIMGUI_API double                ImGui_GetTime(void);                                    // get global imgui time. incremented by io.DeltaTime every frame.
CIMGUI_API int                   ImGui_GetFrameCount(void);                              // get global imgui frame count. incremented by 1 every frame.
CIMGUI_API ImDrawListSharedData* ImGui_GetDrawListSharedData(void);                      // you may use this when creating your own ImDrawList instances.
CIMGUI_API const char*           ImGui_GetStyleColorName(ImGuiCol idx);                  // get a string corresponding to the enum value (for display, saving, etc.).
CIMGUI_API void                  ImGui_SetStateStorage(ImGuiStorage* storage);           // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
CIMGUI_API ImGuiStorage*         ImGui_GetStateStorage(void);

// Text Utilities
CIMGUI_API ImVec2 ImGui_CalcTextSize(const char* text, const char* text_end /* = NULL */, bool hide_text_after_double_hash /* = false */, float wrap_width /* = -1.0f */);

// Color Utilities
CIMGUI_API ImVec4 ImGui_ColorConvertU32ToFloat4(ImU32 in);
CIMGUI_API ImU32  ImGui_ColorConvertFloat4ToU32(ImVec4 in);
CIMGUI_API void   ImGui_ColorConvertRGBtoHSV(float r, float g, float b, float* out_h, float* out_s, float* out_v);
CIMGUI_API void   ImGui_ColorConvertHSVtoRGB(float h, float s, float v, float* out_r, float* out_g, float* out_b);

// Inputs Utilities: Keyboard/Mouse/Gamepad
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
// - (legacy: before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921)
// - (legacy: any use of ImGuiKey will assert when key < 512 to detect passing legacy native/user indices)
CIMGUI_API bool        ImGui_IsKeyDown(ImGuiKey key);                                            // is key being held.
CIMGUI_API bool        ImGui_IsKeyPressed(ImGuiKey key, bool repeat /* = true */);               // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
CIMGUI_API bool        ImGui_IsKeyReleased(ImGuiKey key);                                        // was key released (went from Down to !Down)?
CIMGUI_API bool        ImGui_IsKeyChordPressed(ImGuiKeyChord key_chord);                         // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead.
CIMGUI_API int         ImGui_GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate);  // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
CIMGUI_API const char* ImGui_GetKeyName(ImGuiKey key);                                           // [DEBUG] returns English name of the key. Those names are provided for debugging purpose and are not meant to be saved persistently nor compared.
CIMGUI_API void        ImGui_SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard);        // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.

// Inputs Utilities: Shortcut Testing & Routing [BETA]
// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.
//       ImGuiKey_C                          // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments
//       ImGuiMod_Ctrl | ImGuiKey_C          // Accepted by functions taking ImGuiKeyChord arguments
//   only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values.
// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it.
//      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 makes its calls before Parent, results will be identical.
//   This is an important property as it facilitate working with foreign code or larger codebase.
// - To understand the difference:
//   - IsKeyChordPressed() compares mods and call IsKeyPressed() -> function has no side-effect.
//   - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() -> function has (desirable) side-effects as it can prevents another call from getting the route.
// - Visualize registered routes in 'Metrics/Debugger->Inputs'.
CIMGUI_API bool ImGui_Shortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags /* = 0 */);
CIMGUI_API void ImGui_SetNextItemShortcut(ImGuiKeyChord key_chord, ImGuiInputFlags flags /* = 0 */);

// Inputs Utilities: Key/Input Ownership [BETA]
// - One common use case would be to allow your items to disable standard inputs behaviors such
//   as Tab or Alt key handling, Mouse Wheel scrolling, etc.
//   e.g. Button(...); SetItemKeyOwner(ImGuiKey_MouseWheelY); to make hovering/activating a button disable wheel for scrolling.
// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them.
// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version.
CIMGUI_API void ImGui_SetItemKeyOwner(ImGuiKey key);  // Set key owner to last item ID if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.

// Inputs Utilities: Mouse
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
CIMGUI_API bool             ImGui_IsMouseDown(ImGuiMouseButton button);                                                      // is mouse button held?
CIMGUI_API bool             ImGui_IsMouseClicked(ImGuiMouseButton button, bool repeat /* = false */);                        // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
CIMGUI_API bool             ImGui_IsMouseReleased(ImGuiMouseButton button);                                                  // did mouse button released? (went from Down to !Down)
CIMGUI_API bool             ImGui_IsMouseDoubleClicked(ImGuiMouseButton button);                                             // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
CIMGUI_API bool             ImGui_IsMouseReleasedWithDelay(ImGuiMouseButton button, float delay);                            // delayed mouse release (use very sparingly!). Generally used with 'delay >= io.MouseDoubleClickTime' + combined with a 'io.MouseClickedLastCount==1' test. This is a very rarely used UI idiom, but some apps use this: e.g. MS Explorer single click on an icon to rename.
CIMGUI_API int              ImGui_GetMouseClickedCount(ImGuiMouseButton button);                                             // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
CIMGUI_API bool             ImGui_IsMouseHoveringRect(ImVec2 r_min, ImVec2 r_max, bool clip /* = true */);                   // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
CIMGUI_API bool             ImGui_IsMousePosValid(const ImVec2* mouse_pos /* = NULL */);                                     // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
CIMGUI_API bool             ImGui_IsAnyMouseDown(void);                                                                      // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
CIMGUI_API ImVec2           ImGui_GetMousePos(void);                                                                         // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
CIMGUI_API ImVec2           ImGui_GetMousePosOnOpeningCurrentPopup(void);                                                    // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
CIMGUI_API bool             ImGui_IsMouseDragging(ImGuiMouseButton button, float lock_threshold /* = -1.0f */);              // is mouse dragging? (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
CIMGUI_API ImVec2           ImGui_GetMouseDragDelta(ImGuiMouseButton button /* = 0 */, float lock_threshold /* = -1.0f */);  // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (uses io.MouseDraggingThreshold if lock_threshold < 0.0f)
CIMGUI_API void             ImGui_ResetMouseDragDelta(ImGuiMouseButton button /* = 0 */);                                    //
CIMGUI_API ImGuiMouseCursor ImGui_GetMouseCursor(void);                                                                      // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
CIMGUI_API void             ImGui_SetMouseCursor(ImGuiMouseCursor cursor_type);                                              // set desired mouse cursor shape
CIMGUI_API void             ImGui_SetNextFrameWantCaptureMouse(bool want_capture_mouse);                                     // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instructs your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.

// Clipboard Utilities
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
CIMGUI_API const char* ImGui_GetClipboardText(void);
CIMGUI_API void        ImGui_SetClipboardText(const char* text);

// Settings/.Ini Utilities
// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables).
CIMGUI_API void        ImGui_LoadIniSettingsFromDisk(const char* ini_filename);                           // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
CIMGUI_API void        ImGui_LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size /* = 0 */);  // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
CIMGUI_API void        ImGui_SaveIniSettingsToDisk(const char* ini_filename);                             // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
CIMGUI_API const char* ImGui_SaveIniSettingsToMemory(size_t* out_ini_size /* = NULL */);                  // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.

// Debug Utilities
// - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger
CIMGUI_API void  ImGui_DebugTextEncoding(const char* text);
CIMGUI_API void  ImGui_DebugFlashStyleColor(ImGuiCol idx);
CIMGUI_API void  ImGui_DebugStartItemPicker(void);
CIMGUI_API bool  ImGui_DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
CIMGUI_API void ImGui_DebugLog(const char* fmt, ...) IM_FMTARGS(1);            // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
CIMGUI_API void ImGui_DebugLogUnformatted(const char* text);                   // Call via IMGUI_DEBUG_LOG() for maximum stripping in caller code!
CIMGUI_API void ImGui_DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
// Memory Allocators
// - Those functions are not reliant on the current context.
// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
//   for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
CIMGUI_API void  ImGui_SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data /* = NULL */);
CIMGUI_API void  ImGui_GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
CIMGUI_API void* ImGui_MemAlloc(size_t size);
CIMGUI_API void  ImGui_MemFree(void* ptr);

// (Optional) Platform/OS interface for multi-viewport support
// Read comments around the ImGuiPlatformIO structure for more details.
// Note: You may use GetWindowViewport() to get the current viewport of the current window.
CIMGUI_API void           ImGui_UpdatePlatformWindows(void);                          // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
CIMGUI_API void           ImGui_RenderPlatformWindowsDefault(void* platform_render_arg /* = NULL */, void* renderer_render_arg /* = NULL */); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs.
CIMGUI_API void           ImGui_DestroyPlatformWindows(void);                         // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext().
CIMGUI_API ImGuiViewport* ImGui_FindViewportByID(ImGuiID viewport_id);                // this is a helper for backends.
CIMGUI_API ImGuiViewport* ImGui_FindViewportByPlatformHandle(void* platform_handle);  // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.)

//-----------------------------------------------------------------------------
// [SECTION] Flags & Enumerations
//-----------------------------------------------------------------------------

// Flags for ImGui::Begin()
// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
typedef enum
{
    ImGuiWindowFlags_None                      = 0,
    ImGuiWindowFlags_NoTitleBar                = 1<<0,   // Disable title-bar
    ImGuiWindowFlags_NoResize                  = 1<<1,   // Disable user resizing with the lower-right grip
    ImGuiWindowFlags_NoMove                    = 1<<2,   // Disable user moving the window
    ImGuiWindowFlags_NoScrollbar               = 1<<3,   // Disable scrollbars (window can still scroll with mouse or programmatically)
    ImGuiWindowFlags_NoScrollWithMouse         = 1<<4,   // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
    ImGuiWindowFlags_NoCollapse                = 1<<5,   // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
    ImGuiWindowFlags_AlwaysAutoResize          = 1<<6,   // Resize every window to its content every frame
    ImGuiWindowFlags_NoBackground              = 1<<7,   // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
    ImGuiWindowFlags_NoSavedSettings           = 1<<8,   // Never load/save settings in .ini file
    ImGuiWindowFlags_NoMouseInputs             = 1<<9,   // Disable catching mouse, hovering test with pass through.
    ImGuiWindowFlags_MenuBar                   = 1<<10,  // Has a menu-bar
    ImGuiWindowFlags_HorizontalScrollbar       = 1<<11,  // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
    ImGuiWindowFlags_NoFocusOnAppearing        = 1<<12,  // Disable taking focus when transitioning from hidden to visible state
    ImGuiWindowFlags_NoBringToFrontOnFocus     = 1<<13,  // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
    ImGuiWindowFlags_AlwaysVerticalScrollbar   = 1<<14,  // Always show vertical scrollbar (even if ContentSize.y < Size.y)
    ImGuiWindowFlags_AlwaysHorizontalScrollbar = 1<<15,  // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
    ImGuiWindowFlags_NoNavInputs               = 1<<16,  // No keyboard/gamepad navigation within the window
    ImGuiWindowFlags_NoNavFocus                = 1<<17,  // No focusing toward this window with keyboard/gamepad navigation (e.g. skipped by Ctrl+Tab)
    ImGuiWindowFlags_UnsavedDocument           = 1<<18,  // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
    ImGuiWindowFlags_NoDocking                 = 1<<19,  // Disable docking of this window
    ImGuiWindowFlags_NoNav                     = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
    ImGuiWindowFlags_NoDecoration              = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,
    ImGuiWindowFlags_NoInputs                  = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,

    // [Internal]
    ImGuiWindowFlags_DockNodeHost              = 1<<23,  // Don't use! For internal use by Begin()/NewFrame()
    ImGuiWindowFlags_ChildWindow               = 1<<24,  // Don't use! For internal use by BeginChild()
    ImGuiWindowFlags_Tooltip                   = 1<<25,  // Don't use! For internal use by BeginTooltip()
    ImGuiWindowFlags_Popup                     = 1<<26,  // Don't use! For internal use by BeginPopup()
    ImGuiWindowFlags_Modal                     = 1<<27,  // Don't use! For internal use by BeginPopupModal()
    ImGuiWindowFlags_ChildMenu                 = 1<<28,  // Don't use! For internal use by BeginMenu()
} ImGuiWindowFlags_;

// Flags for ImGui::BeginChild()
// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.)
// About using AutoResizeX/AutoResizeY flags:
// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints").
// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing.
//   - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped.
//     While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch.
//   - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view.
//     HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping.
typedef enum
{
    ImGuiChildFlags_None                   = 0,
    ImGuiChildFlags_Borders                = 1<<0,  // Show an outer border and enable WindowPadding. (IMPORTANT: this is always == 1 == true for legacy reason)
    ImGuiChildFlags_AlwaysUseWindowPadding = 1<<1,  // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense)
    ImGuiChildFlags_ResizeX                = 1<<2,  // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags)
    ImGuiChildFlags_ResizeY                = 1<<3,  // Allow resize from bottom border (layout direction). "
    ImGuiChildFlags_AutoResizeX            = 1<<4,  // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above.
    ImGuiChildFlags_AutoResizeY            = 1<<5,  // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above.
    ImGuiChildFlags_AlwaysAutoResize       = 1<<6,  // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED.
    ImGuiChildFlags_FrameStyle             = 1<<7,  // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding.
    ImGuiChildFlags_NavFlattened           = 1<<8,  // [BETA] Share focus scope, allow keyboard/gamepad navigation to cross over parent border to this child or between sibling child windows.
} ImGuiChildFlags_;

// Flags for ImGui::PushItemFlag()
// (Those are shared by all items)
typedef enum
{
    ImGuiItemFlags_None              = 0,     // (Default)
    ImGuiItemFlags_NoTabStop         = 1<<0,  // false    // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav.
    ImGuiItemFlags_NoNav             = 1<<1,  // false    // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls).
    ImGuiItemFlags_NoNavDefaultFocus = 1<<2,  // false    // Disable item being a candidate for default focus (e.g. used by title bar items).
    ImGuiItemFlags_ButtonRepeat      = 1<<3,  // false    // Any button-like behavior will have repeat mode enabled (based on io.KeyRepeatDelay and io.KeyRepeatRate values). Note that you can also call IsItemActive() after any button to tell if it is being held.
    ImGuiItemFlags_AutoClosePopups   = 1<<4,  // true     // MenuItem()/Selectable() automatically close their parent popup window.
    ImGuiItemFlags_AllowDuplicateId  = 1<<5,  // false    // Allow submitting an item with the same identifier as an item already submitted this frame without triggering a warning tooltip if io.ConfigDebugHighlightIdConflicts is set.
} ImGuiItemFlags_;

// Flags for ImGui::InputText()
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
typedef enum
{
    // Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
    ImGuiInputTextFlags_None                = 0,
    ImGuiInputTextFlags_CharsDecimal        = 1<<0,   // Allow 0123456789.+-*/
    ImGuiInputTextFlags_CharsHexadecimal    = 1<<1,   // Allow 0123456789ABCDEFabcdef
    ImGuiInputTextFlags_CharsScientific     = 1<<2,   // Allow 0123456789.+-*/eE (Scientific notation input)
    ImGuiInputTextFlags_CharsUppercase      = 1<<3,   // Turn a..z into A..Z
    ImGuiInputTextFlags_CharsNoBlank        = 1<<4,   // Filter out spaces, tabs

    // Inputs
    ImGuiInputTextFlags_AllowTabInput       = 1<<5,   // Pressing TAB input a '\t' character into the text field
    ImGuiInputTextFlags_EnterReturnsTrue    = 1<<6,   // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider using IsItemDeactivatedAfterEdit() instead!
    ImGuiInputTextFlags_EscapeClearsAll     = 1<<7,   // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
    ImGuiInputTextFlags_CtrlEnterForNewLine = 1<<8,   // In multi-line mode, validate with Enter, add new line with Ctrl+Enter (default is opposite: validate with Ctrl+Enter, add line with Enter).

    // Other options
    ImGuiInputTextFlags_ReadOnly            = 1<<9,   // Read-only mode
    ImGuiInputTextFlags_Password            = 1<<10,  // Password mode, display all characters as '*', disable copy
    ImGuiInputTextFlags_AlwaysOverwrite     = 1<<11,  // Overwrite mode
    ImGuiInputTextFlags_AutoSelectAll       = 1<<12,  // Select entire text when first taking mouse focus
    ImGuiInputTextFlags_ParseEmptyRefVal    = 1<<13,  // InputFloat(), InputInt(), InputScalar() etc. only: parse empty string as zero value.
    ImGuiInputTextFlags_DisplayEmptyRefVal  = 1<<14,  // InputFloat(), InputInt(), InputScalar() etc. only: when value is zero, do not display it. Generally used with ImGuiInputTextFlags_ParseEmptyRefVal.
    ImGuiInputTextFlags_NoHorizontalScroll  = 1<<15,  // Disable following the cursor horizontally
    ImGuiInputTextFlags_NoUndoRedo          = 1<<16,  // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().

    // Elide display / Alignment
    ImGuiInputTextFlags_ElideLeft           = 1<<17,  // When text doesn't fit, elide left side to ensure right side stays visible. Useful for path/filenames. Single-line only!

    // Callback features
    ImGuiInputTextFlags_CallbackCompletion  = 1<<18,  // Callback on pressing TAB (for completion handling)
    ImGuiInputTextFlags_CallbackHistory     = 1<<19,  // Callback on pressing Up/Down arrows (for history handling)
    ImGuiInputTextFlags_CallbackAlways      = 1<<20,  // Callback on each iteration. User code may query cursor position, modify text buffer.
    ImGuiInputTextFlags_CallbackCharFilter  = 1<<21,  // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
    ImGuiInputTextFlags_CallbackResize      = 1<<22,  // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
    ImGuiInputTextFlags_CallbackEdit        = 1<<23,  // Callback on any edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.

    // Multi-line Word-Wrapping [BETA]
    // - Not well tested yet. Please report any incorrect cursor movement, selection behavior etc. bug to https://github.com/ocornut/imgui/issues/3237.
    // - Wrapping style is not ideal. Wrapping of long words/sections (e.g. words larger than total available width) may be particularly unpleasing.
    // - Wrapping width needs to always account for the possibility of a vertical scrollbar.
    // - It is much slower than regular text fields.
    //   Ballpark estimate of cost on my 2019 desktop PC: for a 100 KB text buffer: +~0.3 ms (Optimized) / +~1.0 ms (Debug build).
    //   The CPU cost is very roughly proportional to text length, so a 10 KB buffer should cost about ten times less.
    ImGuiInputTextFlags_WordWrap            = 1<<24,  // InputTextMultiline(): word-wrap lines that are too long.

    // Obsolete names
    //ImGuiInputTextFlags_AlwaysInsertMode  = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior
} ImGuiInputTextFlags_;

// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
typedef enum
{
    ImGuiTreeNodeFlags_None                 = 0,
    ImGuiTreeNodeFlags_Selected             = 1<<0,                                     // Draw as selected
    ImGuiTreeNodeFlags_Framed               = 1<<1,                                     // Draw frame with background (e.g. for CollapsingHeader)
    ImGuiTreeNodeFlags_AllowOverlap         = 1<<2,                                     // Hit testing to allow subsequent widgets to overlap this one
    ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1<<3,                                     // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
    ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1<<4,                                     // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
    ImGuiTreeNodeFlags_DefaultOpen          = 1<<5,                                     // Default node to be open
    ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1<<6,                                     // Open on double-click instead of simple click (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
    ImGuiTreeNodeFlags_OpenOnArrow          = 1<<7,                                     // Open when clicking on the arrow part (default for multi-select unless any _OpenOnXXX behavior is set explicitly). Both behaviors may be combined.
    ImGuiTreeNodeFlags_Leaf                 = 1<<8,                                     // No collapsing, no arrow (use as a convenience for leaf nodes).
    ImGuiTreeNodeFlags_Bullet               = 1<<9,                                     // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!
    ImGuiTreeNodeFlags_FramePadding         = 1<<10,                                    // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding() before the node.
    ImGuiTreeNodeFlags_SpanAvailWidth       = 1<<11,                                    // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line without using AllowOverlap mode.
    ImGuiTreeNodeFlags_SpanFullWidth        = 1<<12,                                    // Extend hit box to the left-most and right-most edges (cover the indent area).
    ImGuiTreeNodeFlags_SpanLabelWidth       = 1<<13,                                    // Narrow hit box + narrow hovering highlight, will only cover the label text.
    ImGuiTreeNodeFlags_SpanAllColumns       = 1<<14,                                    // Frame will span all columns of its container table (label will still fit in current column)
    ImGuiTreeNodeFlags_LabelSpanAllColumns  = 1<<15,                                    // Label will span all columns of its container table
    //ImGuiTreeNodeFlags_NoScrollOnOpen     = 1 << 16,  // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
    ImGuiTreeNodeFlags_NavLeftJumpsToParent = 1<<17,                                    // Nav: left arrow moves back to parent. This is processed in TreePop() when there's an unfulfilled Left nav request remaining.
    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,

    // [EXPERIMENTAL] Draw lines connecting TreeNode hierarchy. Discuss in GitHub issue #2920.
    // Default value is pulled from style.TreeLinesFlags. May be overridden in TreeNode calls.
    ImGuiTreeNodeFlags_DrawLinesNone        = 1<<18,                                    // No lines drawn
    ImGuiTreeNodeFlags_DrawLinesFull        = 1<<19,                                    // Horizontal lines to child nodes. Vertical line drawn down to TreePop() position: cover full contents. Faster (for large trees).
    ImGuiTreeNodeFlags_DrawLinesToNodes     = 1<<20,                                    // Horizontal lines to child nodes. Vertical line drawn down to bottom-most child node. Slower (for large trees).

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImGuiTreeNodeFlags_NavLeftJumpsBackHere = ImGuiTreeNodeFlags_NavLeftJumpsToParent,  // Renamed in 1.92.0
    ImGuiTreeNodeFlags_SpanTextWidth        = ImGuiTreeNodeFlags_SpanLabelWidth,        // Renamed in 1.90.7
    //ImGuiTreeNodeFlags_AllowItemOverlap   = ImGuiTreeNodeFlags_AllowOverlap,          // Renamed in 1.89.7
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiTreeNodeFlags_;

// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
// - To be backward compatible with older API which took an 'int mouse_button = 1' argument instead of 'ImGuiPopupFlags flags',
//   we need to treat small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags.
//   It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
//   IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
//   and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
typedef enum
{
    ImGuiPopupFlags_None                    = 0,
    ImGuiPopupFlags_MouseButtonLeft         = 0,      // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
    ImGuiPopupFlags_MouseButtonRight        = 1,      // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
    ImGuiPopupFlags_MouseButtonMiddle       = 2,      // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
    ImGuiPopupFlags_MouseButtonMask_        = 0x1F,
    ImGuiPopupFlags_MouseButtonDefault_     = 1,
    ImGuiPopupFlags_NoReopen                = 1<<5,   // For OpenPopup*(), BeginPopupContext*(): don't reopen same popup if already open (won't reposition, won't reinitialize navigation)
    //ImGuiPopupFlags_NoReopenAlwaysNavInit = 1 << 6,   // For OpenPopup*(), BeginPopupContext*(): focus and initialize navigation even when not reopening.
    ImGuiPopupFlags_NoOpenOverExistingPopup = 1<<7,   // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
    ImGuiPopupFlags_NoOpenOverItems         = 1<<8,   // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
    ImGuiPopupFlags_AnyPopupId              = 1<<10,  // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
    ImGuiPopupFlags_AnyPopupLevel           = 1<<11,  // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
    ImGuiPopupFlags_AnyPopup                = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
} ImGuiPopupFlags_;

// Flags for ImGui::Selectable()
typedef enum
{
    ImGuiSelectableFlags_None              = 0,
    ImGuiSelectableFlags_NoAutoClosePopups = 1<<0,                                    // Clicking this doesn't close parent popup window (overrides ImGuiItemFlags_AutoClosePopups)
    ImGuiSelectableFlags_SpanAllColumns    = 1<<1,                                    // Frame will span all columns of its container table (text will still fit in current column)
    ImGuiSelectableFlags_AllowDoubleClick  = 1<<2,                                    // Generate press events on double clicks too
    ImGuiSelectableFlags_Disabled          = 1<<3,                                    // Cannot be selected, display grayed out text
    ImGuiSelectableFlags_AllowOverlap      = 1<<4,                                    // (WIP) Hit testing to allow subsequent widgets to overlap this one
    ImGuiSelectableFlags_Highlight         = 1<<5,                                    // Make the item be displayed as if it is hovered
    ImGuiSelectableFlags_SelectOnNav       = 1<<6,                                    // Auto-select when moved into, unless Ctrl is held. Automatic when in a BeginMultiSelect() block.

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImGuiSelectableFlags_DontClosePopups   = ImGuiSelectableFlags_NoAutoClosePopups,  // Renamed in 1.91.0
    //ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap,        // Renamed in 1.89.7
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiSelectableFlags_;

// Flags for ImGui::BeginCombo()
typedef enum
{
    ImGuiComboFlags_None            = 0,
    ImGuiComboFlags_PopupAlignLeft  = 1<<0,  // Align the popup toward the left by default
    ImGuiComboFlags_HeightSmall     = 1<<1,  // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo()
    ImGuiComboFlags_HeightRegular   = 1<<2,  // Max ~8 items visible (default)
    ImGuiComboFlags_HeightLarge     = 1<<3,  // Max ~20 items visible
    ImGuiComboFlags_HeightLargest   = 1<<4,  // As many fitting items as possible
    ImGuiComboFlags_NoArrowButton   = 1<<5,  // Display on the preview box without the square arrow button
    ImGuiComboFlags_NoPreview       = 1<<6,  // Display only a square arrow button
    ImGuiComboFlags_WidthFitPreview = 1<<7,  // Width dynamically calculated from preview contents
    ImGuiComboFlags_HeightMask_     = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
} ImGuiComboFlags_;

// Flags for ImGui::BeginTabBar()
typedef enum
{
    ImGuiTabBarFlags_None                         = 0,
    ImGuiTabBarFlags_Reorderable                  = 1<<0,                                  // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
    ImGuiTabBarFlags_AutoSelectNewTabs            = 1<<1,                                  // Automatically select new tabs when they appear
    ImGuiTabBarFlags_TabListPopupButton           = 1<<2,                                  // Disable buttons to open the tab list popup
    ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1<<3,                                  // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
    ImGuiTabBarFlags_NoTabListScrollingButtons    = 1<<4,                                  // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
    ImGuiTabBarFlags_NoTooltip                    = 1<<5,                                  // Disable tooltips when hovering a tab
    ImGuiTabBarFlags_DrawSelectedOverline         = 1<<6,                                  // Draw selected overline markers over selected tab

    // Fitting/Resize policy
    ImGuiTabBarFlags_FittingPolicyMixed           = 1<<7,                                  // Shrink down tabs when they don't fit, until width is style.TabMinWidthShrink, then enable scrolling buttons.
    ImGuiTabBarFlags_FittingPolicyShrink          = 1<<8,                                  // Shrink down tabs when they don't fit
    ImGuiTabBarFlags_FittingPolicyScroll          = 1<<9,                                  // Enable scrolling buttons when tabs don't fit
    ImGuiTabBarFlags_FittingPolicyMask_           = ImGuiTabBarFlags_FittingPolicyMixed | ImGuiTabBarFlags_FittingPolicyShrink | ImGuiTabBarFlags_FittingPolicyScroll,
    ImGuiTabBarFlags_FittingPolicyDefault_        = ImGuiTabBarFlags_FittingPolicyMixed,

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImGuiTabBarFlags_FittingPolicyResizeDown      = ImGuiTabBarFlags_FittingPolicyShrink,  // Renamed in 1.92.2
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiTabBarFlags_;

// Flags for ImGui::BeginTabItem()
typedef enum
{
    ImGuiTabItemFlags_None                         = 0,
    ImGuiTabItemFlags_UnsavedDocument              = 1<<0,  // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure.
    ImGuiTabItemFlags_SetSelected                  = 1<<1,  // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
    ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1<<2,  // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
    ImGuiTabItemFlags_NoPushId                     = 1<<3,  // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem()
    ImGuiTabItemFlags_NoTooltip                    = 1<<4,  // Disable tooltip for the given tab
    ImGuiTabItemFlags_NoReorder                    = 1<<5,  // Disable reordering this tab or having another tab cross over this tab
    ImGuiTabItemFlags_Leading                      = 1<<6,  // Enforce the tab position to the left of the tab bar (after the tab list popup button)
    ImGuiTabItemFlags_Trailing                     = 1<<7,  // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
    ImGuiTabItemFlags_NoAssumedClosure             = 1<<8,  // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar.
} ImGuiTabItemFlags_;

// Flags for ImGui::IsWindowFocused()
typedef enum
{
    ImGuiFocusedFlags_None                = 0,
    ImGuiFocusedFlags_ChildWindows        = 1<<0,  // Return true if any children of the window is focused
    ImGuiFocusedFlags_RootWindow          = 1<<1,  // Test from root window (top most parent of the current hierarchy)
    ImGuiFocusedFlags_AnyWindow           = 1<<2,  // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
    ImGuiFocusedFlags_NoPopupHierarchy    = 1<<3,  // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
    ImGuiFocusedFlags_DockHierarchy       = 1<<4,  // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
    ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
} ImGuiFocusedFlags_;

// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ!
// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls.
typedef enum
{
    ImGuiHoveredFlags_None                         = 0,      // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
    ImGuiHoveredFlags_ChildWindows                 = 1<<0,   // IsWindowHovered() only: Return true if any children of the window is hovered
    ImGuiHoveredFlags_RootWindow                   = 1<<1,   // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
    ImGuiHoveredFlags_AnyWindow                    = 1<<2,   // IsWindowHovered() only: Return true if any window is hovered
    ImGuiHoveredFlags_NoPopupHierarchy             = 1<<3,   // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
    ImGuiHoveredFlags_DockHierarchy                = 1<<4,   // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
    ImGuiHoveredFlags_AllowWhenBlockedByPopup      = 1<<5,   // Return true even if a popup window is normally blocking access to this item/window
    //ImGuiHoveredFlags_AllowWhenBlockedByModal     = 1 << 6,   // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
    ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1<<7,   // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
    ImGuiHoveredFlags_AllowWhenOverlappedByItem    = 1<<8,   // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.
    ImGuiHoveredFlags_AllowWhenOverlappedByWindow  = 1<<9,   // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.
    ImGuiHoveredFlags_AllowWhenDisabled            = 1<<10,  // IsItemHovered() only: Return true even if the item is disabled
    ImGuiHoveredFlags_NoNavOverride                = 1<<11,  // IsItemHovered() only: Disable using keyboard/gamepad navigation state when active, always query mouse
    ImGuiHoveredFlags_AllowWhenOverlapped          = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,
    ImGuiHoveredFlags_RectOnly                     = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
    ImGuiHoveredFlags_RootAndChildWindows          = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,

    // Tooltips mode
    // - typically used in IsItemHovered() + SetTooltip() sequence.
    // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.
    //   e.g. 'HoverFlagsForTooltipMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled'.
    // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.
    // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.
    ImGuiHoveredFlags_ForTooltip                   = 1<<12,  // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.

    // (Advanced) Mouse Hovering delays.
    // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.
    // - use those if you need specific overrides.
    ImGuiHoveredFlags_Stationary                   = 1<<13,  // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.
    ImGuiHoveredFlags_DelayNone                    = 1<<14,  // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.
    ImGuiHoveredFlags_DelayShort                   = 1<<15,  // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
    ImGuiHoveredFlags_DelayNormal                  = 1<<16,  // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).
    ImGuiHoveredFlags_NoSharedDelay                = 1<<17,  // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
} ImGuiHoveredFlags_;

// Flags for ImGui::DockSpace(), shared/inherited by child nodes.
// (Some flags can be applied to individual nodes directly)
// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api.
typedef enum
{
    ImGuiDockNodeFlags_None                     = 0,
    ImGuiDockNodeFlags_KeepAliveOnly            = 1<<0,                                         //       // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
    //ImGuiDockNodeFlags_NoCentralNode              = 1 << 1,   //       // Disable Central Node (the node which can stay empty)
    ImGuiDockNodeFlags_NoDockingOverCentralNode = 1<<2,                                         //       // Disable docking over the Central Node, which will be always kept empty.
    ImGuiDockNodeFlags_PassthruCentralNode      = 1<<3,                                         //       // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details.
    ImGuiDockNodeFlags_NoDockingSplit           = 1<<4,                                         //       // Disable other windows/nodes from splitting this node.
    ImGuiDockNodeFlags_NoResize                 = 1<<5,                                         // Saved // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
    ImGuiDockNodeFlags_AutoHideTabBar           = 1<<6,                                         //       // Tab bar will automatically hide when there is a single window in the dock node.
    ImGuiDockNodeFlags_NoUndocking              = 1<<7,                                         //       // Disable undocking this node.

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImGuiDockNodeFlags_NoSplit                  = ImGuiDockNodeFlags_NoDockingSplit,            // Renamed in 1.90
    ImGuiDockNodeFlags_NoDockingInCentralNode   = ImGuiDockNodeFlags_NoDockingOverCentralNode,  // Renamed in 1.90
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiDockNodeFlags_;

// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
typedef enum
{
    ImGuiDragDropFlags_None                     = 0,
    // BeginDragDropSource() flags
    ImGuiDragDropFlags_SourceNoPreviewTooltip   = 1<<0,                                  // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
    ImGuiDragDropFlags_SourceNoDisableHover     = 1<<1,                                  // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
    ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1<<2,                                  // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
    ImGuiDragDropFlags_SourceAllowNullID        = 1<<3,                                  // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
    ImGuiDragDropFlags_SourceExtern             = 1<<4,                                  // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
    ImGuiDragDropFlags_PayloadAutoExpire        = 1<<5,                                  // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
    ImGuiDragDropFlags_PayloadNoCrossContext    = 1<<6,                                  // Hint to specify that the payload may not be copied outside current dear imgui context.
    ImGuiDragDropFlags_PayloadNoCrossProcess    = 1<<7,                                  // Hint to specify that the payload may not be copied outside current process.
    // AcceptDragDropPayload() flags
    ImGuiDragDropFlags_AcceptBeforeDelivery     = 1<<10,                                 // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
    ImGuiDragDropFlags_AcceptNoDrawDefaultRect  = 1<<11,                                 // Do not draw the default highlight rectangle when hovering over target.
    ImGuiDragDropFlags_AcceptNoPreviewTooltip   = 1<<12,                                 // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
    ImGuiDragDropFlags_AcceptDrawAsHovered      = 1<<13,                                 // Accepting item will render as if hovered. Useful for e.g. a Button() used as a drop target.
    ImGuiDragDropFlags_AcceptPeekOnly           = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImGuiDragDropFlags_SourceAutoExpirePayload  = ImGuiDragDropFlags_PayloadAutoExpire,  // Renamed in 1.90.9
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiDragDropFlags_;

// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
#define IMGUI_PAYLOAD_TYPE_COLOR_3F     "_COL3F"     // float[3]: Standard type for colors, without alpha. User code may use this type.
#define IMGUI_PAYLOAD_TYPE_COLOR_4F     "_COL4F"     // float[4]: Standard type for colors. User code may use this type.

// A primary data type
typedef enum
{
    ImGuiDataType_S8,      // signed char / char (with sensible compilers)
    ImGuiDataType_U8,      // unsigned char
    ImGuiDataType_S16,     // short
    ImGuiDataType_U16,     // unsigned short
    ImGuiDataType_S32,     // int
    ImGuiDataType_U32,     // unsigned int
    ImGuiDataType_S64,     // long long / __int64
    ImGuiDataType_U64,     // unsigned long long / unsigned __int64
    ImGuiDataType_Float,   // float
    ImGuiDataType_Double,  // double
    ImGuiDataType_Bool,    // bool (provided for user convenience, not supported by scalar widgets)
    ImGuiDataType_String,  // char* (provided for user convenience, not supported by scalar widgets)
    ImGuiDataType_COUNT,
} ImGuiDataType_;

// A cardinal direction
enum                      // Forward declared enum type ImGuiDir
{
    ImGuiDir_None  = -1,
    ImGuiDir_Left  = 0,
    ImGuiDir_Right = 1,
    ImGuiDir_Up    = 2,
    ImGuiDir_Down  = 3,
    ImGuiDir_COUNT,
};

// A sorting direction
enum                                                                    // Forward declared enum type ImGuiSortDirection
{
    ImGuiSortDirection_None       = 0,
    ImGuiSortDirection_Ascending  = 1,                                      // Ascending = 0->9, A->Z etc.
    ImGuiSortDirection_Descending = 2,                                      // Descending = 9->0, Z->A etc.
};

// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87).
// Support for legacy keys was completely removed in 1.91.5.
// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921
// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().
// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps.
enum                                                   // Forward declared enum type ImGuiKey
{
    // Keyboard
    ImGuiKey_None                = 0,
    ImGuiKey_NamedKey_BEGIN      = 512,                    // First valid key value (other than 0)

    ImGuiKey_Tab                 = 512,                    // == ImGuiKey_NamedKey_BEGIN
    ImGuiKey_LeftArrow,
    ImGuiKey_RightArrow,
    ImGuiKey_UpArrow,
    ImGuiKey_DownArrow,
    ImGuiKey_PageUp,
    ImGuiKey_PageDown,
    ImGuiKey_Home,
    ImGuiKey_End,
    ImGuiKey_Insert,
    ImGuiKey_Delete,
    ImGuiKey_Backspace,
    ImGuiKey_Space,
    ImGuiKey_Enter,
    ImGuiKey_Escape,
    ImGuiKey_LeftCtrl,
    ImGuiKey_LeftShift,
    ImGuiKey_LeftAlt,
    ImGuiKey_LeftSuper,                                    // Also see ImGuiMod_Ctrl, ImGuiMod_Shift, ImGuiMod_Alt, ImGuiMod_Super below!
    ImGuiKey_RightCtrl,
    ImGuiKey_RightShift,
    ImGuiKey_RightAlt,
    ImGuiKey_RightSuper,
    ImGuiKey_Menu,
    ImGuiKey_0,
    ImGuiKey_1,
    ImGuiKey_2,
    ImGuiKey_3,
    ImGuiKey_4,
    ImGuiKey_5,
    ImGuiKey_6,
    ImGuiKey_7,
    ImGuiKey_8,
    ImGuiKey_9,
    ImGuiKey_A,
    ImGuiKey_B,
    ImGuiKey_C,
    ImGuiKey_D,
    ImGuiKey_E,
    ImGuiKey_F,
    ImGuiKey_G,
    ImGuiKey_H,
    ImGuiKey_I,
    ImGuiKey_J,
    ImGuiKey_K,
    ImGuiKey_L,
    ImGuiKey_M,
    ImGuiKey_N,
    ImGuiKey_O,
    ImGuiKey_P,
    ImGuiKey_Q,
    ImGuiKey_R,
    ImGuiKey_S,
    ImGuiKey_T,
    ImGuiKey_U,
    ImGuiKey_V,
    ImGuiKey_W,
    ImGuiKey_X,
    ImGuiKey_Y,
    ImGuiKey_Z,
    ImGuiKey_F1,
    ImGuiKey_F2,
    ImGuiKey_F3,
    ImGuiKey_F4,
    ImGuiKey_F5,
    ImGuiKey_F6,
    ImGuiKey_F7,
    ImGuiKey_F8,
    ImGuiKey_F9,
    ImGuiKey_F10,
    ImGuiKey_F11,
    ImGuiKey_F12,
    ImGuiKey_F13,
    ImGuiKey_F14,
    ImGuiKey_F15,
    ImGuiKey_F16,
    ImGuiKey_F17,
    ImGuiKey_F18,
    ImGuiKey_F19,
    ImGuiKey_F20,
    ImGuiKey_F21,
    ImGuiKey_F22,
    ImGuiKey_F23,
    ImGuiKey_F24,
    ImGuiKey_Apostrophe,                                   // '
    ImGuiKey_Comma,                                        // ,
    ImGuiKey_Minus,                                        // -
    ImGuiKey_Period,                                       // .
    ImGuiKey_Slash,                                        // /
    ImGuiKey_Semicolon,                                    // ;
    ImGuiKey_Equal,                                        // =
    ImGuiKey_LeftBracket,                                  // [
    ImGuiKey_Backslash,                                    // \ (this text inhibit multiline comment caused by backslash)
    ImGuiKey_RightBracket,                                 // ]
    ImGuiKey_GraveAccent,                                  // `
    ImGuiKey_CapsLock,
    ImGuiKey_ScrollLock,
    ImGuiKey_NumLock,
    ImGuiKey_PrintScreen,
    ImGuiKey_Pause,
    ImGuiKey_Keypad0,
    ImGuiKey_Keypad1,
    ImGuiKey_Keypad2,
    ImGuiKey_Keypad3,
    ImGuiKey_Keypad4,
    ImGuiKey_Keypad5,
    ImGuiKey_Keypad6,
    ImGuiKey_Keypad7,
    ImGuiKey_Keypad8,
    ImGuiKey_Keypad9,
    ImGuiKey_KeypadDecimal,
    ImGuiKey_KeypadDivide,
    ImGuiKey_KeypadMultiply,
    ImGuiKey_KeypadSubtract,
    ImGuiKey_KeypadAdd,
    ImGuiKey_KeypadEnter,
    ImGuiKey_KeypadEqual,
    ImGuiKey_AppBack,                                      // Available on some keyboard/mouses. Often referred as "Browser Back"
    ImGuiKey_AppForward,
    ImGuiKey_Oem102,                                       // Non-US backslash.

    // Gamepad
    // (analog values are 0.0f to 1.0f)
    // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets)
    //                              // XBOX        | SWITCH  | PLAYSTA. | -> ACTION
    ImGuiKey_GamepadStart,                                 // Menu        | +       | Options  |
    ImGuiKey_GamepadBack,                                  // View        | -       | Share    |
    ImGuiKey_GamepadFaceLeft,                              // X           | Y       | Square   | Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
    ImGuiKey_GamepadFaceRight,                             // B           | A       | Circle   | Cancel / Close / Exit
    ImGuiKey_GamepadFaceUp,                                // Y           | X       | Triangle | Text Input / On-screen Keyboard
    ImGuiKey_GamepadFaceDown,                              // A           | B       | Cross    | Activate / Open / Toggle / Tweak
    ImGuiKey_GamepadDpadLeft,                              // D-pad Left  | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
    ImGuiKey_GamepadDpadRight,                             // D-pad Right | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
    ImGuiKey_GamepadDpadUp,                                // D-pad Up    | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
    ImGuiKey_GamepadDpadDown,                              // D-pad Down  | "       | "        | Move / Tweak / Resize Window (in Windowing mode)
    ImGuiKey_GamepadL1,                                    // L Bumper    | L       | L1       | Tweak Slower / Focus Previous (in Windowing mode)
    ImGuiKey_GamepadR1,                                    // R Bumper    | R       | R1       | Tweak Faster / Focus Next (in Windowing mode)
    ImGuiKey_GamepadL2,                                    // L Trigger   | ZL      | L2       | [Analog]
    ImGuiKey_GamepadR2,                                    // R Trigger   | ZR      | R2       | [Analog]
    ImGuiKey_GamepadL3,                                    // L Stick     | L3      | L3       |
    ImGuiKey_GamepadR3,                                    // R Stick     | R3      | R3       |
    ImGuiKey_GamepadLStickLeft,                            //             |         |          | [Analog] Move Window (in Windowing mode)
    ImGuiKey_GamepadLStickRight,                           //             |         |          | [Analog] Move Window (in Windowing mode)
    ImGuiKey_GamepadLStickUp,                              //             |         |          | [Analog] Move Window (in Windowing mode)
    ImGuiKey_GamepadLStickDown,                            //             |         |          | [Analog] Move Window (in Windowing mode)
    ImGuiKey_GamepadRStickLeft,                            //             |         |          | [Analog]
    ImGuiKey_GamepadRStickRight,                           //             |         |          | [Analog]
    ImGuiKey_GamepadRStickUp,                              //             |         |          | [Analog]
    ImGuiKey_GamepadRStickDown,                            //             |         |          | [Analog]

    // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
    // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
    ImGuiKey_MouseLeft,
    ImGuiKey_MouseRight,
    ImGuiKey_MouseMiddle,
    ImGuiKey_MouseX1,
    ImGuiKey_MouseX2,
    ImGuiKey_MouseWheelX,
    ImGuiKey_MouseWheelY,

    // [Internal] Reserved for mod storage
    ImGuiKey_ReservedForModCtrl,
    ImGuiKey_ReservedForModShift,
    ImGuiKey_ReservedForModAlt,
    ImGuiKey_ReservedForModSuper,

    // [Internal] If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.
    ImGuiKey_NamedKey_END,
    ImGuiKey_NamedKey_COUNT      = ImGuiKey_NamedKey_END-ImGuiKey_NamedKey_BEGIN,

    // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
    // - Any functions taking a ImGuiKeyChord parameter can binary-or those with regular keys, e.g. Shortcut(ImGuiMod_Ctrl | ImGuiKey_S).
    // - Those are written back into io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper for convenience,
    //   but may be accessed via standard key API such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
    // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
    //   and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
    // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
    //   In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
    //   backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
    // - On macOS, we swap Cmd(Super) and Ctrl keys at the time of the io.AddKeyEvent() call.
    ImGuiMod_None                = 0,
    ImGuiMod_Ctrl                = 1<<12,                  // Ctrl (non-macOS), Cmd (macOS)
    ImGuiMod_Shift               = 1<<13,                  // Shift
    ImGuiMod_Alt                 = 1<<14,                  // Option/Menu
    ImGuiMod_Super               = 1<<15,                  // Windows/Super (non-macOS), Ctrl (macOS)
    ImGuiMod_Mask_               = 0xF000,                 // 4-bits

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImGuiKey_COUNT               = ImGuiKey_NamedKey_END,  // Obsoleted in 1.91.5 because it was misleading (since named keys don't start at 0 anymore)
    ImGuiMod_Shortcut            = ImGuiMod_Ctrl,          // Removed in 1.90.7, you can now simply use ImGuiMod_Ctrl
    //ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
    //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter,              // Renamed in 1.87
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
};

// Flags for Shortcut(), SetNextItemShortcut(),
// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h)
// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function)
typedef enum
{
    ImGuiInputFlags_None                 = 0,
    ImGuiInputFlags_Repeat               = 1<<0,   // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.

    // Flags for Shortcut(), SetNextItemShortcut()
    // - Routing policies: RouteGlobal+OverActive >> RouteActive or RouteFocused (if owner is active item) >> RouteGlobal+OverFocused >> RouteFocused (if in focused window stack) >> RouteGlobal.
    // - Default policy is RouteFocused. Can select only 1 policy among all available.
    ImGuiInputFlags_RouteActive          = 1<<10,  // Route to active item only.
    ImGuiInputFlags_RouteFocused         = 1<<11,  // Route to windows in the focus stack (DEFAULT). Deep-most focused window takes inputs. Active item takes inputs over deep-most focused window.
    ImGuiInputFlags_RouteGlobal          = 1<<12,  // Global route (unless a focused window or active item registered the route).
    ImGuiInputFlags_RouteAlways          = 1<<13,  // Do not register route, poll keys directly.
    // - Routing options
    ImGuiInputFlags_RouteOverFocused     = 1<<14,  // Option: global route: higher priority than focused route (unless active item in focused route).
    ImGuiInputFlags_RouteOverActive      = 1<<15,  // Option: global route: higher priority than active item. Unlikely you need to use that: will interfere with every active items, e.g. Ctrl+A registered by InputText will be overridden by this. May not be fully honored as user/internal code is likely to always assume they can access keys when active.
    ImGuiInputFlags_RouteUnlessBgFocused = 1<<16,  // Option: global route: will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
    ImGuiInputFlags_RouteFromRootWindow  = 1<<17,  // Option: route evaluated from the point of view of root window rather than current window.

    // Flags for SetNextItemShortcut()
    ImGuiInputFlags_Tooltip              = 1<<18,  // Automatically display a tooltip when hovering item [BETA] Unsure of right api (opt-in/opt-out)
} ImGuiInputFlags_;

// Configuration flags stored in io.ConfigFlags. Set by user/application.
typedef enum
{
    ImGuiConfigFlags_None                    = 0,
    ImGuiConfigFlags_NavEnableKeyboard       = 1<<0,   // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.
    ImGuiConfigFlags_NavEnableGamepad        = 1<<1,   // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
    ImGuiConfigFlags_NoMouse                 = 1<<4,   // Instruct dear imgui to disable mouse inputs and interactions.
    ImGuiConfigFlags_NoMouseCursorChange     = 1<<5,   // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
    ImGuiConfigFlags_NoKeyboard              = 1<<6,   // Instruct dear imgui to disable keyboard inputs and interactions. This is done by ignoring keyboard events and clearing existing states.

    // [BETA] Docking
    ImGuiConfigFlags_DockingEnable           = 1<<7,   // Docking enable flags.

    // [BETA] Viewports
    // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
    ImGuiConfigFlags_ViewportsEnable         = 1<<10,  // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)

    // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui)
    ImGuiConfigFlags_IsSRGB                  = 1<<20,  // Application is SRGB-aware.
    ImGuiConfigFlags_IsTouchScreen           = 1<<21,  // Application is using a touch screen instead of a mouse.

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImGuiConfigFlags_NavEnableSetMousePos    = 1<<2,   // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
    ImGuiConfigFlags_NavNoCaptureKeyboard    = 1<<3,   // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard
    ImGuiConfigFlags_DpiEnableScaleFonts     = 1<<14,  // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleFonts
    ImGuiConfigFlags_DpiEnableScaleViewports = 1<<15,  // [moved/renamed in 1.92.0] -> use bool io.ConfigDpiScaleViewports
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiConfigFlags_;

// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
typedef enum
{
    ImGuiBackendFlags_None                    = 0,
    ImGuiBackendFlags_HasGamepad              = 1<<0,   // Backend Platform supports gamepad and currently has one connected.
    ImGuiBackendFlags_HasMouseCursors         = 1<<1,   // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
    ImGuiBackendFlags_HasSetMousePos          = 1<<2,   // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
    ImGuiBackendFlags_RendererHasVtxOffset    = 1<<3,   // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
    ImGuiBackendFlags_RendererHasTextures     = 1<<4,   // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. See https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md for instructions on how to upgrade your custom backend.

    // [BETA] Multi-Viewports
    ImGuiBackendFlags_RendererHasViewports    = 1<<10,  // Backend Renderer supports multiple viewports.
    ImGuiBackendFlags_PlatformHasViewports    = 1<<11,  // Backend Platform supports multiple viewports.
    ImGuiBackendFlags_HasMouseHoveredViewport = 1<<12,  // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
    ImGuiBackendFlags_HasParentViewport       = 1<<13,  // Backend Platform supports honoring viewport->ParentViewport/ParentViewportId value, by applying the corresponding parent/child relation at the Platform level.
} ImGuiBackendFlags_;

// Enumeration for PushStyleColor() / PopStyleColor()
typedef enum
{
    ImGuiCol_Text,
    ImGuiCol_TextDisabled,
    ImGuiCol_WindowBg,                                                // Background of normal windows
    ImGuiCol_ChildBg,                                                 // Background of child windows
    ImGuiCol_PopupBg,                                                 // Background of popups, menus, tooltips windows
    ImGuiCol_Border,
    ImGuiCol_BorderShadow,
    ImGuiCol_FrameBg,                                                 // Background of checkbox, radio button, plot, slider, text input
    ImGuiCol_FrameBgHovered,
    ImGuiCol_FrameBgActive,
    ImGuiCol_TitleBg,                                                 // Title bar
    ImGuiCol_TitleBgActive,                                           // Title bar when focused
    ImGuiCol_TitleBgCollapsed,                                        // Title bar when collapsed
    ImGuiCol_MenuBarBg,
    ImGuiCol_ScrollbarBg,
    ImGuiCol_ScrollbarGrab,
    ImGuiCol_ScrollbarGrabHovered,
    ImGuiCol_ScrollbarGrabActive,
    ImGuiCol_CheckMark,                                               // Checkbox tick and RadioButton circle
    ImGuiCol_SliderGrab,
    ImGuiCol_SliderGrabActive,
    ImGuiCol_Button,
    ImGuiCol_ButtonHovered,
    ImGuiCol_ButtonActive,
    ImGuiCol_Header,                                                  // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
    ImGuiCol_HeaderHovered,
    ImGuiCol_HeaderActive,
    ImGuiCol_Separator,
    ImGuiCol_SeparatorHovered,
    ImGuiCol_SeparatorActive,
    ImGuiCol_ResizeGrip,                                              // Resize grip in lower-right and lower-left corners of windows.
    ImGuiCol_ResizeGripHovered,
    ImGuiCol_ResizeGripActive,
    ImGuiCol_InputTextCursor,                                         // InputText cursor/caret
    ImGuiCol_TabHovered,                                              // Tab background, when hovered
    ImGuiCol_Tab,                                                     // Tab background, when tab-bar is focused & tab is unselected
    ImGuiCol_TabSelected,                                             // Tab background, when tab-bar is focused & tab is selected
    ImGuiCol_TabSelectedOverline,                                     // Tab horizontal overline, when tab-bar is focused & tab is selected
    ImGuiCol_TabDimmed,                                               // Tab background, when tab-bar is unfocused & tab is unselected
    ImGuiCol_TabDimmedSelected,                                       // Tab background, when tab-bar is unfocused & tab is selected
    ImGuiCol_TabDimmedSelectedOverline,                               //..horizontal overline, when tab-bar is unfocused & tab is selected
    ImGuiCol_DockingPreview,                                          // Preview overlay color when about to docking something
    ImGuiCol_DockingEmptyBg,                                          // Background color for empty node (e.g. CentralNode with no window docked into it)
    ImGuiCol_PlotLines,
    ImGuiCol_PlotLinesHovered,
    ImGuiCol_PlotHistogram,
    ImGuiCol_PlotHistogramHovered,
    ImGuiCol_TableHeaderBg,                                           // Table header background
    ImGuiCol_TableBorderStrong,                                       // Table outer and header borders (prefer using Alpha=1.0 here)
    ImGuiCol_TableBorderLight,                                        // Table inner borders (prefer using Alpha=1.0 here)
    ImGuiCol_TableRowBg,                                              // Table row background (even rows)
    ImGuiCol_TableRowBgAlt,                                           // Table row background (odd rows)
    ImGuiCol_TextLink,                                                // Hyperlink color
    ImGuiCol_TextSelectedBg,                                          // Selected text inside an InputText
    ImGuiCol_TreeLines,                                               // Tree node hierarchy outlines when using ImGuiTreeNodeFlags_DrawLines
    ImGuiCol_DragDropTarget,                                          // Rectangle border highlighting a drop target
    ImGuiCol_DragDropTargetBg,                                        // Rectangle background highlighting a drop target
    ImGuiCol_UnsavedMarker,                                           // Unsaved Document marker (in window title and tabs)
    ImGuiCol_NavCursor,                                               // Color of keyboard/gamepad navigation cursor/rectangle, when visible
    ImGuiCol_NavWindowingHighlight,                                   // Highlight window when using Ctrl+Tab
    ImGuiCol_NavWindowingDimBg,                                       // Darken/colorize entire screen behind the Ctrl+Tab window list, when active
    ImGuiCol_ModalWindowDimBg,                                        // Darken/colorize entire screen behind a modal window, when one is active
    ImGuiCol_COUNT,

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImGuiCol_TabActive                 = ImGuiCol_TabSelected,        // [renamed in 1.90.9]
    ImGuiCol_TabUnfocused              = ImGuiCol_TabDimmed,          // [renamed in 1.90.9]
    ImGuiCol_TabUnfocusedActive        = ImGuiCol_TabDimmedSelected,  // [renamed in 1.90.9]
    ImGuiCol_NavHighlight              = ImGuiCol_NavCursor,          // [renamed in 1.91.4]
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
} ImGuiCol_;

// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure.
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
//   During initialization or between frames, feel free to just poke into ImGuiStyle directly.
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
//   - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot.
//   - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments.
//   - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments.
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
typedef enum
{
    // Enum name -------------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
    ImGuiStyleVar_Alpha,                        // float     Alpha
    ImGuiStyleVar_DisabledAlpha,                // float     DisabledAlpha
    ImGuiStyleVar_WindowPadding,                // ImVec2    WindowPadding
    ImGuiStyleVar_WindowRounding,               // float     WindowRounding
    ImGuiStyleVar_WindowBorderSize,             // float     WindowBorderSize
    ImGuiStyleVar_WindowMinSize,                // ImVec2    WindowMinSize
    ImGuiStyleVar_WindowTitleAlign,             // ImVec2    WindowTitleAlign
    ImGuiStyleVar_ChildRounding,                // float     ChildRounding
    ImGuiStyleVar_ChildBorderSize,              // float     ChildBorderSize
    ImGuiStyleVar_PopupRounding,                // float     PopupRounding
    ImGuiStyleVar_PopupBorderSize,              // float     PopupBorderSize
    ImGuiStyleVar_FramePadding,                 // ImVec2    FramePadding
    ImGuiStyleVar_FrameRounding,                // float     FrameRounding
    ImGuiStyleVar_FrameBorderSize,              // float     FrameBorderSize
    ImGuiStyleVar_ItemSpacing,                  // ImVec2    ItemSpacing
    ImGuiStyleVar_ItemInnerSpacing,             // ImVec2    ItemInnerSpacing
    ImGuiStyleVar_IndentSpacing,                // float     IndentSpacing
    ImGuiStyleVar_CellPadding,                  // ImVec2    CellPadding
    ImGuiStyleVar_ScrollbarSize,                // float     ScrollbarSize
    ImGuiStyleVar_ScrollbarRounding,            // float     ScrollbarRounding
    ImGuiStyleVar_ScrollbarPadding,             // float     ScrollbarPadding
    ImGuiStyleVar_GrabMinSize,                  // float     GrabMinSize
    ImGuiStyleVar_GrabRounding,                 // float     GrabRounding
    ImGuiStyleVar_ImageBorderSize,              // float     ImageBorderSize
    ImGuiStyleVar_TabRounding,                  // float     TabRounding
    ImGuiStyleVar_TabBorderSize,                // float     TabBorderSize
    ImGuiStyleVar_TabMinWidthBase,              // float     TabMinWidthBase
    ImGuiStyleVar_TabMinWidthShrink,            // float     TabMinWidthShrink
    ImGuiStyleVar_TabBarBorderSize,             // float     TabBarBorderSize
    ImGuiStyleVar_TabBarOverlineSize,           // float     TabBarOverlineSize
    ImGuiStyleVar_TableAngledHeadersAngle,      // float     TableAngledHeadersAngle
    ImGuiStyleVar_TableAngledHeadersTextAlign,  // ImVec2  TableAngledHeadersTextAlign
    ImGuiStyleVar_TreeLinesSize,                // float     TreeLinesSize
    ImGuiStyleVar_TreeLinesRounding,            // float     TreeLinesRounding
    ImGuiStyleVar_ButtonTextAlign,              // ImVec2    ButtonTextAlign
    ImGuiStyleVar_SelectableTextAlign,          // ImVec2    SelectableTextAlign
    ImGuiStyleVar_SeparatorTextBorderSize,      // float     SeparatorTextBorderSize
    ImGuiStyleVar_SeparatorTextAlign,           // ImVec2    SeparatorTextAlign
    ImGuiStyleVar_SeparatorTextPadding,         // ImVec2    SeparatorTextPadding
    ImGuiStyleVar_DockingSeparatorSize,         // float     DockingSeparatorSize
    ImGuiStyleVar_COUNT,
} ImGuiStyleVar_;

// Flags for InvisibleButton() [extended in imgui_internal.h]
typedef enum
{
    ImGuiButtonFlags_None              = 0,
    ImGuiButtonFlags_MouseButtonLeft   = 1<<0,  // React on left mouse button (default)
    ImGuiButtonFlags_MouseButtonRight  = 1<<1,  // React on right mouse button
    ImGuiButtonFlags_MouseButtonMiddle = 1<<2,  // React on center mouse button
    ImGuiButtonFlags_MouseButtonMask_  = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, // [Internal]
    ImGuiButtonFlags_EnableNav         = 1<<3,  // InvisibleButton(): do not disable navigation/tabbing. Otherwise disabled by default.
} ImGuiButtonFlags_;

// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
typedef enum
{
    ImGuiColorEditFlags_None             = 0,
    ImGuiColorEditFlags_NoAlpha          = 1<<1,   //              // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer).
    ImGuiColorEditFlags_NoPicker         = 1<<2,   //              // ColorEdit: disable picker when clicking on color square.
    ImGuiColorEditFlags_NoOptions        = 1<<3,   //              // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview.
    ImGuiColorEditFlags_NoSmallPreview   = 1<<4,   //              // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs)
    ImGuiColorEditFlags_NoInputs         = 1<<5,   //              // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square).
    ImGuiColorEditFlags_NoTooltip        = 1<<6,   //              // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview.
    ImGuiColorEditFlags_NoLabel          = 1<<7,   //              // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker).
    ImGuiColorEditFlags_NoSidePreview    = 1<<8,   //              // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead.
    ImGuiColorEditFlags_NoDragDrop       = 1<<9,   //              // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source.
    ImGuiColorEditFlags_NoBorder         = 1<<10,  //              // ColorButton: disable border (which is enforced by default)

    // Alpha preview
    // - Prior to 1.91.8 (2025/01/21): alpha was made opaque in the preview by default using old name ImGuiColorEditFlags_AlphaPreview.
    // - We now display the preview as transparent by default. You can use ImGuiColorEditFlags_AlphaOpaque to use old behavior.
    // - The new flags may be combined better and allow finer controls.
    ImGuiColorEditFlags_AlphaOpaque      = 1<<11,  //              // ColorEdit, ColorPicker, ColorButton: disable alpha in the preview,. Contrary to _NoAlpha it may still be edited when calling ColorEdit4()/ColorPicker4(). For ColorButton() this does the same as _NoAlpha.
    ImGuiColorEditFlags_AlphaNoBg        = 1<<12,  //              // ColorEdit, ColorPicker, ColorButton: disable rendering a checkerboard background behind transparent color.
    ImGuiColorEditFlags_AlphaPreviewHalf = 1<<13,  //              // ColorEdit, ColorPicker, ColorButton: display half opaque / half transparent preview.

    // User Options (right-click on widget to change some of them).
    ImGuiColorEditFlags_AlphaBar         = 1<<16,  //              // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
    ImGuiColorEditFlags_HDR              = 1<<19,  //              // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
    ImGuiColorEditFlags_DisplayRGB       = 1<<20,  // [Display]    // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
    ImGuiColorEditFlags_DisplayHSV       = 1<<21,  // [Display]    // "
    ImGuiColorEditFlags_DisplayHex       = 1<<22,  // [Display]    // "
    ImGuiColorEditFlags_Uint8            = 1<<23,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
    ImGuiColorEditFlags_Float            = 1<<24,  // [DataType]   // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
    ImGuiColorEditFlags_PickerHueBar     = 1<<25,  // [Picker]     // ColorPicker: bar for Hue, rectangle for Sat/Value.
    ImGuiColorEditFlags_PickerHueWheel   = 1<<26,  // [Picker]     // ColorPicker: wheel for Hue, triangle for Sat/Value.
    ImGuiColorEditFlags_InputRGB         = 1<<27,  // [Input]      // ColorEdit, ColorPicker: input and output data in RGB format.
    ImGuiColorEditFlags_InputHSV         = 1<<28,  // [Input]      // ColorEdit, ColorPicker: input and output data in HSV format.

    // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to
    // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup.
    ImGuiColorEditFlags_DefaultOptions_  = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar,

    // [Internal] Masks
    ImGuiColorEditFlags_AlphaMask_       = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaOpaque | ImGuiColorEditFlags_AlphaNoBg | ImGuiColorEditFlags_AlphaPreviewHalf,
    ImGuiColorEditFlags_DisplayMask_     = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
    ImGuiColorEditFlags_DataTypeMask_    = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
    ImGuiColorEditFlags_PickerMask_      = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
    ImGuiColorEditFlags_InputMask_       = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,

    // Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImGuiColorEditFlags_AlphaPreview     = 0,      // Removed in 1.91.8. This is the default now. Will display a checkerboard unless ImGuiColorEditFlags_AlphaNoBg is set.
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex  // [renamed in 1.69]
} ImGuiColorEditFlags_;

// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText)
typedef enum
{
    ImGuiSliderFlags_None            = 0,
    ImGuiSliderFlags_Logarithmic     = 1<<5,        // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
    ImGuiSliderFlags_NoRoundToFormat = 1<<6,        // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits).
    ImGuiSliderFlags_NoInput         = 1<<7,        // Disable Ctrl+Click or Enter key allowing to input text directly into the widget.
    ImGuiSliderFlags_WrapAround      = 1<<8,        // Enable wrapping around from max to min and from min to max. Only supported by DragXXX() functions for now.
    ImGuiSliderFlags_ClampOnInput    = 1<<9,        // Clamp value to min/max bounds when input manually with Ctrl+Click. By default Ctrl+Click allows going out of bounds.
    ImGuiSliderFlags_ClampZeroRange  = 1<<10,       // Clamp even if min==max==0.0f. Otherwise due to legacy reason DragXXX functions don't clamp with those values. When your clamping limits are dynamic you almost always want to use it.
    ImGuiSliderFlags_NoSpeedTweaks   = 1<<11,       // Disable keyboard modifiers altering tweak speed. Useful if you want to alter tweak speed yourself based on your own logic.
    ImGuiSliderFlags_AlwaysClamp     = ImGuiSliderFlags_ClampOnInput | ImGuiSliderFlags_ClampZeroRange,
    ImGuiSliderFlags_InvalidMask_    = 0x7000000F,  // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
} ImGuiSliderFlags_;

// Identify a mouse button.
// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
typedef enum
{
    ImGuiMouseButton_Left   = 0,
    ImGuiMouseButton_Right  = 1,
    ImGuiMouseButton_Middle = 2,
    ImGuiMouseButton_COUNT  = 5,
} ImGuiMouseButton_;

// Enumeration for GetMouseCursor()
// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here
typedef enum
{
    ImGuiMouseCursor_None       = -1,
    ImGuiMouseCursor_Arrow      = 0,
    ImGuiMouseCursor_TextInput,   // When hovering over InputText, etc.
    ImGuiMouseCursor_ResizeAll,   // (Unused by Dear ImGui functions)
    ImGuiMouseCursor_ResizeNS,    // When hovering over a horizontal border
    ImGuiMouseCursor_ResizeEW,    // When hovering over a vertical border or a column
    ImGuiMouseCursor_ResizeNESW,  // When hovering over the bottom-left corner of a window
    ImGuiMouseCursor_ResizeNWSE,  // When hovering over the bottom-right corner of a window
    ImGuiMouseCursor_Hand,        // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
    ImGuiMouseCursor_Wait,        // When waiting for something to process/load.
    ImGuiMouseCursor_Progress,    // When waiting for something to process/load, but application is still interactive.
    ImGuiMouseCursor_NotAllowed,  // When hovering something with disallowed interaction. Usually a crossed circle.
    ImGuiMouseCursor_COUNT,
} ImGuiMouseCursor_;

// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.
// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()
// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.
// You can submit a change of pointer type using io.AddMouseSourceEvent().
enum                               // Forward declared enum type ImGuiMouseSource
{
    ImGuiMouseSource_Mouse       = 0,  // Input is coming from an actual mouse.
    ImGuiMouseSource_TouchScreen,      // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).
    ImGuiMouseSource_Pen,              // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).
    ImGuiMouseSource_COUNT,
};

// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions
// Represent a condition.
// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always.
typedef enum
{
    ImGuiCond_None         = 0,     // No condition (always set the variable), same as _Always
    ImGuiCond_Always       = 1<<0,  // No condition (always set the variable), same as _None
    ImGuiCond_Once         = 1<<1,  // Set the variable once per runtime session (only the first call will succeed)
    ImGuiCond_FirstUseEver = 1<<2,  // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
    ImGuiCond_Appearing    = 1<<3,  // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
} ImGuiCond_;

//-----------------------------------------------------------------------------
// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
//-----------------------------------------------------------------------------

// Flags for ImGui::BeginTable()
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
//   Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The DEFAULT sizing policies are:
//    - Default to ImGuiTableFlags_SizingFixedFit    if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
//    - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off.
// - When ScrollX is off:
//    - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight.
//    - Columns sizing policy allowed: Stretch (default), Fixed/Auto.
//    - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
//    - Stretch Columns will share the remaining width according to their respective weight.
//    - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
//      The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
//      (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
// - When ScrollX is on:
//    - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
//    - Columns sizing policy allowed: Fixed/Auto mostly.
//    - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
//    - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
//    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
//      If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
// - Read on documentation at the top of imgui_tables.cpp for details.
typedef enum
{
    // Features
    ImGuiTableFlags_None                       = 0,
    ImGuiTableFlags_Resizable                  = 1<<0,   // Enable resizing columns.
    ImGuiTableFlags_Reorderable                = 1<<1,   // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
    ImGuiTableFlags_Hideable                   = 1<<2,   // Enable hiding/disabling columns in context menu.
    ImGuiTableFlags_Sortable                   = 1<<3,   // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
    ImGuiTableFlags_NoSavedSettings            = 1<<4,   // Disable persisting columns order, width and sort settings in the .ini file.
    ImGuiTableFlags_ContextMenuInBody          = 1<<5,   // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
    // Decorations
    ImGuiTableFlags_RowBg                      = 1<<6,   // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
    ImGuiTableFlags_BordersInnerH              = 1<<7,   // Draw horizontal borders between rows.
    ImGuiTableFlags_BordersOuterH              = 1<<8,   // Draw horizontal borders at the top and bottom.
    ImGuiTableFlags_BordersInnerV              = 1<<9,   // Draw vertical borders between columns.
    ImGuiTableFlags_BordersOuterV              = 1<<10,  // Draw vertical borders on the left and right sides.
    ImGuiTableFlags_BordersH                   = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
    ImGuiTableFlags_BordersV                   = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
    ImGuiTableFlags_BordersInner               = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
    ImGuiTableFlags_BordersOuter               = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
    ImGuiTableFlags_Borders                    = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
    ImGuiTableFlags_NoBordersInBody            = 1<<11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
    ImGuiTableFlags_NoBordersInBodyUntilResize = 1<<12,  // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
    // Sizing Policy (read above for defaults)
    ImGuiTableFlags_SizingFixedFit             = 1<<13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
    ImGuiTableFlags_SizingFixedSame            = 2<<13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
    ImGuiTableFlags_SizingStretchProp          = 3<<13,  // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
    ImGuiTableFlags_SizingStretchSame          = 4<<13,  // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn().
    // Sizing Extra Options
    ImGuiTableFlags_NoHostExtendX              = 1<<16,  // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used.
    ImGuiTableFlags_NoHostExtendY              = 1<<17,  // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.
    ImGuiTableFlags_NoKeepColumnsVisible       = 1<<18,  // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
    ImGuiTableFlags_PreciseWidths              = 1<<19,  // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
    // Clipping
    ImGuiTableFlags_NoClip                     = 1<<20,  // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
    // Padding
    ImGuiTableFlags_PadOuterX                  = 1<<21,  // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
    ImGuiTableFlags_NoPadOuterX                = 1<<22,  // Default if BordersOuterV is off. Disable outermost padding.
    ImGuiTableFlags_NoPadInnerX                = 1<<23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
    // Scrolling
    ImGuiTableFlags_ScrollX                    = 1<<24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
    ImGuiTableFlags_ScrollY                    = 1<<25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
    // Sorting
    ImGuiTableFlags_SortMulti                  = 1<<26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
    ImGuiTableFlags_SortTristate               = 1<<27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
    // Miscellaneous
    ImGuiTableFlags_HighlightHoveredColumn     = 1<<28,  // Highlight column headers when hovered (may evolve into a fuller highlight)

    // [Internal] Combinations and masks
    ImGuiTableFlags_SizingMask_                = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
} ImGuiTableFlags_;

// Flags for ImGui::TableSetupColumn()
typedef enum
{
    // Input configuration flags
    ImGuiTableColumnFlags_None                 = 0,
    ImGuiTableColumnFlags_Disabled             = 1<<0,   // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state)
    ImGuiTableColumnFlags_DefaultHide          = 1<<1,   // Default as a hidden/disabled column.
    ImGuiTableColumnFlags_DefaultSort          = 1<<2,   // Default as a sorting column.
    ImGuiTableColumnFlags_WidthStretch         = 1<<3,   // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
    ImGuiTableColumnFlags_WidthFixed           = 1<<4,   // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
    ImGuiTableColumnFlags_NoResize             = 1<<5,   // Disable manual resizing.
    ImGuiTableColumnFlags_NoReorder            = 1<<6,   // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
    ImGuiTableColumnFlags_NoHide               = 1<<7,   // Disable ability to hide/disable this column.
    ImGuiTableColumnFlags_NoClip               = 1<<8,   // Disable clipping for this column (all NoClip columns will render in a same draw command).
    ImGuiTableColumnFlags_NoSort               = 1<<9,   // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
    ImGuiTableColumnFlags_NoSortAscending      = 1<<10,  // Disable ability to sort in the ascending direction.
    ImGuiTableColumnFlags_NoSortDescending     = 1<<11,  // Disable ability to sort in the descending direction.
    ImGuiTableColumnFlags_NoHeaderLabel        = 1<<12,  // TableHeadersRow() will submit an empty label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. You may append into this cell by calling TableSetColumnIndex() right after the TableHeadersRow() call.
    ImGuiTableColumnFlags_NoHeaderWidth        = 1<<13,  // Disable header text width contribution to automatic column width.
    ImGuiTableColumnFlags_PreferSortAscending  = 1<<14,  // Make the initial sort direction Ascending when first sorting on this column (default).
    ImGuiTableColumnFlags_PreferSortDescending = 1<<15,  // Make the initial sort direction Descending when first sorting on this column.
    ImGuiTableColumnFlags_IndentEnable         = 1<<16,  // Use current Indent value when entering cell (default for column 0).
    ImGuiTableColumnFlags_IndentDisable        = 1<<17,  // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.
    ImGuiTableColumnFlags_AngledHeader         = 1<<18,  // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row.

    // Output status flags, read-only via TableGetColumnFlags()
    ImGuiTableColumnFlags_IsEnabled            = 1<<24,  // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
    ImGuiTableColumnFlags_IsVisible            = 1<<25,  // Status: is visible == is enabled AND not clipped by scrolling.
    ImGuiTableColumnFlags_IsSorted             = 1<<26,  // Status: is currently part of the sort specs
    ImGuiTableColumnFlags_IsHovered            = 1<<27,  // Status: is hovered by mouse

    // [Internal] Combinations and masks
    ImGuiTableColumnFlags_WidthMask_           = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed,
    ImGuiTableColumnFlags_IndentMask_          = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable,
    ImGuiTableColumnFlags_StatusMask_          = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered,
    ImGuiTableColumnFlags_NoDirectResize_      = 1<<30,  // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
} ImGuiTableColumnFlags_;

// Flags for ImGui::TableNextRow()
typedef enum
{
    ImGuiTableRowFlags_None    = 0,
    ImGuiTableRowFlags_Headers = 1<<0,  // Identify header row (set default background color + width of its contents accounted differently for auto column width)
} ImGuiTableRowFlags_;

// Enum for ImGui::TableSetBgColor()
// Background colors are rendering in 3 layers:
//  - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set.
//  - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set.
//  - Layer 2: draw with CellBg color if set.
// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
typedef enum
{
    ImGuiTableBgTarget_None   = 0,
    ImGuiTableBgTarget_RowBg0 = 1,  // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
    ImGuiTableBgTarget_RowBg1 = 2,  // Set row background color 1 (generally used for selection marking)
    ImGuiTableBgTarget_CellBg = 3,  // Set cell background color (top-most color)
} ImGuiTableBgTarget_;

// Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
// Obtained by calling TableGetSortSpecs().
// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time.
// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame!
struct ImGuiTableSortSpecs_t
{
    const ImGuiTableColumnSortSpecs* Specs;       // Pointer to sort spec array.
    int                              SpecsCount;  // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled.
    bool                             SpecsDirty;  // Set to true when specs have changed since last time! Use this to sort again, then clear the flag.
};

// Sorting specification for one column of a table (sizeof == 12 bytes)
struct ImGuiTableColumnSortSpecs_t
{
    ImGuiID            ColumnUserID;   // User id of the column (if specified by a TableSetupColumn() call)
    ImS16              ColumnIndex;    // Index of the column
    ImS16              SortOrder;      // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here)
    ImGuiSortDirection SortDirection;  // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
};

//-----------------------------------------------------------------------------
// [SECTION] Helpers: Debug log, memory allocations macros, ImVector<>
//-----------------------------------------------------------------------------

// Extra helpers for C applications
CIMGUI_API void ImVector_Construct(void* vector);  // Construct a zero-size ImVector<> (of any type). This is primarily useful when calling ImFontGlyphRangesBuilder_BuildRanges()
CIMGUI_API void ImVector_Destruct(void* vector);   // Destruct an ImVector<> (of any type). Important: Frees the vector memory but does not call destructors on contained objects (if they have them)

CIMGUI_API void ImGuiPlatformIO_SetPlatform_GetWindowWorkAreaInsets(void (*getWindowWorkAreaInsetsFunc)(ImGuiViewport* vp, ImVec4* result));  // Set ImGuiPlatformIO::Platform_GetWindowWorkAreaInsets in a C-compatible mannner

CIMGUI_API void ImGuiPlatformIO_SetPlatform_GetWindowFramebufferScale(void (*getWindowFramebufferScaleFunc)(ImGuiViewport* vp, ImVec2* result));  // Set ImGuiPlatformIO::Platform_GetWindowFramebufferScale in a C-compatible mannner

CIMGUI_API void ImGuiPlatformIO_SetPlatform_GetWindowPos(void (*getWindowPosFunc)(ImGuiViewport* vp, ImVec2* result));    // Set ImGuiPlatformIO::Platform_GetWindowPos in a C-compatible mannner
CIMGUI_API void ImGuiPlatformIO_SetPlatform_GetWindowSize(void (*getWindowSizeFunc)(ImGuiViewport* vp, ImVec2* result));  // Set ImGuiPlatformIO::Platform_GetWindowSize in a C-compatible mannner

#if defined(IMGUI_HAS_IMSTR)
#if IMGUI_HAS_IMSTR
CIMGUI_API ImStr ImStr_FromCharStr(const char* b);  // Build an ImStr from a regular const char* (no data is copied, so you need to make sure the original char* isn't altered as long as you are using the ImStr).
#endif // #if IMGUI_HAS_IMSTR
#endif // #if defined(IMGUI_HAS_IMSTR)

//-----------------------------------------------------------------------------
// Debug Logging into ShowDebugLogWindow(), tty and more.
//-----------------------------------------------------------------------------

#ifndef IMGUI_DISABLE_DEBUG_TOOLS
#define IMGUI_DEBUG_LOG(...)        ImGui::DebugLog(__VA_ARGS__)
#else
#define IMGUI_DEBUG_LOG(...)        ((void)0)
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
//-----------------------------------------------------------------------------
// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE()
// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax.
// Defining a custom placement new() with a custom parameter allows us to bypass including <new> which on some platforms complains when user has disabled exceptions.
//-----------------------------------------------------------------------------

#define CIM_ALLOC(_SIZE) ImGui_MemAlloc(_SIZE)
#define CIM_FREE(_PTR) ImGui_MemFree(_PTR)

//-----------------------------------------------------------------------------
// ImVector<>
// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug).
//-----------------------------------------------------------------------------
// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it.
// - We use std-like naming convention here, which is a little unusual for this codebase.
// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs.
// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that,
//   Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset.
//-----------------------------------------------------------------------------

IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVector_ImGuiTextRange_t { int Size; int Capacity; ImGuiTextFilter_ImGuiTextRange* Data; };  // Instantiation of ImVector<ImGuiTextRange>
struct ImVector_char_t { int Size; int Capacity; char* Data; };  // Instantiation of ImVector<char>
struct ImVector_ImGuiStoragePair_t { int Size; int Capacity; ImGuiStoragePair* Data; };  // Instantiation of ImVector<ImGuiStoragePair>
struct ImVector_ImGuiSelectionRequest_t { int Size; int Capacity; ImGuiSelectionRequest* Data; };  // Instantiation of ImVector<ImGuiSelectionRequest>
struct ImVector_ImDrawChannel_t { int Size; int Capacity; ImDrawChannel* Data; };  // Instantiation of ImVector<ImDrawChannel>
struct ImVector_ImDrawCmd_t { int Size; int Capacity; ImDrawCmd* Data; };  // Instantiation of ImVector<ImDrawCmd>
struct ImVector_ImDrawIdx_t { int Size; int Capacity; ImDrawIdx* Data; };  // Instantiation of ImVector<ImDrawIdx>
struct ImVector_ImDrawVert_t { int Size; int Capacity; ImDrawVert* Data; };  // Instantiation of ImVector<ImDrawVert>
struct ImVector_ImVec2_t { int Size; int Capacity; ImVec2* Data; };  // Instantiation of ImVector<ImVec2>
struct ImVector_ImVec4_t { int Size; int Capacity; ImVec4* Data; };  // Instantiation of ImVector<ImVec4>
struct ImVector_ImTextureRef_t { int Size; int Capacity; ImTextureRef* Data; };  // Instantiation of ImVector<ImTextureRef>
struct ImVector_ImU8_t { int Size; int Capacity; ImU8* Data; };  // Instantiation of ImVector<ImU8>
struct ImVector_ImDrawListPtr_t { int Size; int Capacity; ImDrawList** Data; };  // Instantiation of ImVector<ImDrawList*>
struct ImVector_ImTextureRect_t { int Size; int Capacity; ImTextureRect* Data; };  // Instantiation of ImVector<ImTextureRect>
struct ImVector_ImU32_t { int Size; int Capacity; ImU32* Data; };  // Instantiation of ImVector<ImU32>
struct ImVector_ImWchar_t { int Size; int Capacity; ImWchar* Data; };  // Instantiation of ImVector<ImWchar>
struct ImVector_ImFontPtr_t { int Size; int Capacity; ImFont** Data; };  // Instantiation of ImVector<ImFont*>
struct ImVector_ImFontConfig_t { int Size; int Capacity; ImFontConfig* Data; };  // Instantiation of ImVector<ImFontConfig>
struct ImVector_ImDrawListSharedDataPtr_t { int Size; int Capacity; ImDrawListSharedData** Data; };  // Instantiation of ImVector<ImDrawListSharedData*>
struct ImVector_float_t { int Size; int Capacity; float* Data; };  // Instantiation of ImVector<float>
struct ImVector_ImU16_t { int Size; int Capacity; ImU16* Data; };  // Instantiation of ImVector<ImU16>
struct ImVector_ImFontGlyph_t { int Size; int Capacity; ImFontGlyph* Data; };  // Instantiation of ImVector<ImFontGlyph>
struct ImVector_ImFontConfigPtr_t { int Size; int Capacity; ImFontConfig** Data; };  // Instantiation of ImVector<ImFontConfig*>
struct ImVector_ImGuiPlatformMonitor_t { int Size; int Capacity; ImGuiPlatformMonitor* Data; };  // Instantiation of ImVector<ImGuiPlatformMonitor>
struct ImVector_ImTextureDataPtr_t { int Size; int Capacity; ImTextureData** Data; };  // Instantiation of ImVector<ImTextureData*>
struct ImVector_ImGuiViewportPtr_t { int Size; int Capacity; ImGuiViewport** Data; };  // Instantiation of ImVector<ImGuiViewport*>
IM_MSVC_RUNTIME_CHECKS_RESTORE

//-----------------------------------------------------------------------------
// [SECTION] ImGuiStyle
//-----------------------------------------------------------------------------
// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame().
// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values,
// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors.
//-----------------------------------------------------------------------------

struct ImGuiStyle_t
{
    // Font scaling
    // - recap: ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors)
    float              FontSizeBase;                      // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value.
    float              FontScaleMain;                     // Main global scale factor. May be set by application once, or exposed to end-user.
    float              FontScaleDpi;                      // Additional global scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI.

    float              Alpha;                             // Global alpha applies to everything in Dear ImGui.
    float              DisabledAlpha;                     // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
    ImVec2             WindowPadding;                     // Padding within a window.
    float              WindowRounding;                    // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
    float              WindowBorderSize;                  // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
    float              WindowBorderHoverPadding;          // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders.
    ImVec2             WindowMinSize;                     // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
    ImVec2             WindowTitleAlign;                  // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
    ImGuiDir           WindowMenuButtonPosition;          // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
    float              ChildRounding;                     // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
    float              ChildBorderSize;                   // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
    float              PopupRounding;                     // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding)
    float              PopupBorderSize;                   // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
    ImVec2             FramePadding;                      // Padding within a framed rectangle (used by most widgets).
    float              FrameRounding;                     // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
    float              FrameBorderSize;                   // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
    ImVec2             ItemSpacing;                       // Horizontal and vertical spacing between widgets/lines.
    ImVec2             ItemInnerSpacing;                  // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label).
    ImVec2             CellPadding;                       // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows.
    ImVec2             TouchExtraPadding;                 // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
    float              IndentSpacing;                     // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
    float              ColumnsMinSpacing;                 // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
    float              ScrollbarSize;                     // Width of the vertical scrollbar, Height of the horizontal scrollbar.
    float              ScrollbarRounding;                 // Radius of grab corners for scrollbar.
    float              ScrollbarPadding;                  // Padding of scrollbar grab within its frame (same for both axes).
    float              GrabMinSize;                       // Minimum width/height of a grab box for slider/scrollbar.
    float              GrabRounding;                      // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
    float              LogSliderDeadzone;                 // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
    float              ImageBorderSize;                   // Thickness of border around Image() calls.
    float              TabRounding;                       // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
    float              TabBorderSize;                     // Thickness of border around tabs.
    float              TabMinWidthBase;                   // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected.
    float              TabMinWidthShrink;                 // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy.
    float              TabCloseButtonMinWidthSelected;    // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width.
    float              TabCloseButtonMinWidthUnselected;  // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected.
    float              TabBarBorderSize;                  // Thickness of tab-bar separator, which takes on the tab active color to denote focus.
    float              TabBarOverlineSize;                // Thickness of tab-bar overline, which highlights the selected tab-bar.
    float              TableAngledHeadersAngle;           // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees).
    ImVec2             TableAngledHeadersTextAlign;       // Alignment of angled headers within the cell
    ImGuiTreeNodeFlags TreeLinesFlags;                    // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes.
    float              TreeLinesSize;                     // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines.
    float              TreeLinesRounding;                 // Radius of lines connecting child nodes to the vertical line.
    float              DragDropTargetRounding;            // Radius of the drag and drop target frame.
    float              DragDropTargetBorderSize;          // Thickness of the drag and drop target border.
    float              DragDropTargetPadding;             // Size to expand the drag and drop target from actual target item size.
    ImGuiDir           ColorButtonPosition;               // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
    ImVec2             ButtonTextAlign;                   // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
    ImVec2             SelectableTextAlign;               // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
    float              SeparatorTextBorderSize;           // Thickness of border in SeparatorText()
    ImVec2             SeparatorTextAlign;                // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
    ImVec2             SeparatorTextPadding;              // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
    ImVec2             DisplayWindowPadding;              // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen.
    ImVec2             DisplaySafeAreaPadding;            // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).
    bool               DockingNodeHasCloseButton;         // Docking node has their own CloseButton() to close all docked windows.
    float              DockingSeparatorSize;              // Thickness of resizing border between docked windows
    float              MouseCursorScale;                  // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
    bool               AntiAliasedLines;                  // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
    bool               AntiAliasedLinesUseTex;            // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
    bool               AntiAliasedFill;                   // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
    float              CurveTessellationTol;              // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
    float              CircleTessellationMaxError;        // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.

    // Colors
    ImVec4             Colors[ImGuiCol_COUNT];

    // Behaviors
    // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)
    float              HoverStationaryDelay;              // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.
    float              HoverDelayShort;                   // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.
    float              HoverDelayNormal;                  // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "
    ImGuiHoveredFlags  HoverFlagsForTooltipMouse;         // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.
    ImGuiHoveredFlags  HoverFlagsForTooltipNav;           // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.

    // [Internal]
    float              _MainScale;                        // FIXME-WIP: Reference scale, as applied by ScaleAllSizes().
    float              _NextFrameFontSizeBase;            // FIXME: Temporary hack until we finish remaining work.
};
CIMGUI_API void ImGuiStyle_ScaleAllSizes(ImGuiStyle* self, float scale_factor);  // Scale all spacing/padding/thickness values. Do not scale fonts.

//-----------------------------------------------------------------------------
// [SECTION] ImGuiIO
//-----------------------------------------------------------------------------
// Communicate most settings and inputs/outputs to Dear ImGui using this structure.
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
// It is generally expected that:
// - initialization: backends and user code writes to ImGuiIO.
// - main loop: backends writes to ImGuiIO, user code and imgui code reads from ImGuiIO.
//-----------------------------------------------------------------------------
// Also see ImGui::GetPlatformIO() and ImGuiPlatformIO struct for OS/platform related functions: clipboard, IME etc.
//-----------------------------------------------------------------------------

// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
struct ImGuiKeyData_t
{
    bool  Down;              // True for if key is down
    float DownDuration;      // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
    float DownDurationPrev;  // Last frame duration the key has been down
    float AnalogValue;       // 0.0f..1.0f for gamepad values
};

struct ImGuiIO_t
{
    //------------------------------------------------------------------
    // Configuration                            // Default value
    //------------------------------------------------------------------

    ImGuiConfigFlags  ConfigFlags;                                    // = 0              // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc.
    ImGuiBackendFlags BackendFlags;                                   // = 0              // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend.
    ImVec2            DisplaySize;                                    // <unset>          // Main display size, in pixels (== GetMainViewport()->Size). May change every frame.
    ImVec2            DisplayFramebufferScale;                        // = (1, 1)         // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale.
    float             DeltaTime;                                      // = 1.0f/60.0f     // Time elapsed since last frame, in seconds. May change every frame.
    float             IniSavingRate;                                  // = 5.0f           // Minimum time between saving positions/sizes to .ini file, in seconds.
    const char*       IniFilename;                                    // = "imgui.ini"    // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
    const char*       LogFilename;                                    // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
    void*             UserData;                                       // = NULL           // Store your own data.

    // Font system
    ImFontAtlas*      Fonts;                                          // <auto>           // Font atlas: load, rasterize and pack one or more fonts into a single texture.
    ImFont*           FontDefault;                                    // = NULL           // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
    bool              FontAllowUserScaling;                           // = false          // Allow user scaling text of individual window with Ctrl+Wheel.

    // Keyboard/Gamepad Navigation options
    bool              ConfigNavSwapGamepadButtons;                    // = false          // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout.
    bool              ConfigNavMoveSetMousePos;                       // = false          // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true.
    bool              ConfigNavCaptureKeyboard;                       // = true           // Sets io.WantCaptureKeyboard when io.NavActive is set.
    bool              ConfigNavEscapeClearFocusItem;                  // = true           // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on.
    bool              ConfigNavEscapeClearFocusWindow;                // = false          // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem).
    bool              ConfigNavCursorVisibleAuto;                     // = true           // Using directional navigation key makes the cursor visible. Mouse click hides the cursor.
    bool              ConfigNavCursorVisibleAlways;                   // = false          // Navigation cursor is always visible.

    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
    bool              ConfigDockingNoSplit;                           // = false          // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars.
    bool              ConfigDockingNoDockingOver;                     // = false          // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows.
    bool              ConfigDockingWithShift;                         // = false          // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space)
    bool              ConfigDockingAlwaysTabBar;                      // = false          // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node.
    bool              ConfigDockingTransparentPayload;                // = false          // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge.

    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
    bool              ConfigViewportsNoAutoMerge;                     // = false;         // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport.
    bool              ConfigViewportsNoTaskBarIcon;                   // = false          // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it.
    bool              ConfigViewportsNoDecoration;                    // = true           // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size).
    bool              ConfigViewportsNoDefaultParent;                 // = true           // When false: set secondary viewports' ParentViewportId to main viewport ID by default. Expects the platform backend to setup a parent/child relationship between the OS windows based on this value. Some backend may ignore this. Set to true if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows.
    bool              ConfigViewportsPlatformFocusSetsImGuiFocus;     //= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change).

    // DPI/Scaling options
    // This may keep evolving during 1.92.x releases. Expect some turbulence.
    bool              ConfigDpiScaleFonts;                            // = false          // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
    bool              ConfigDpiScaleViewports;                        // = false          // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes.

    // Miscellaneous options
    // (you can visualize and interact with all options in 'Demo->Configuration')
    bool              MouseDrawCursor;                                // = false          // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
    bool              ConfigMacOSXBehaviors;                          // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
    bool              ConfigInputTrickleEventQueue;                   // = true           // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
    bool              ConfigInputTextCursorBlink;                     // = true           // Enable blinking cursor (optional as some users consider it to be distracting).
    bool              ConfigInputTextEnterKeepActive;                 // = false          // [BETA] Pressing Enter will keep item active and select contents (single-line only).
    bool              ConfigDragClickToInputText;                     // = false          // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
    bool              ConfigWindowsResizeFromEdges;                   // = true           // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
    bool              ConfigWindowsMoveFromTitleBarOnly;              // = false      // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
    bool              ConfigWindowsCopyContentsWithCtrlC;             // = false      // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order.
    bool              ConfigScrollbarScrollByPage;                    // = true           // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location.
    float             ConfigMemoryCompactTimer;                       // = 60.0f          // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.

    // Inputs Behaviors
    // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)
    float             MouseDoubleClickTime;                           // = 0.30f          // Time for a double-click, in seconds.
    float             MouseDoubleClickMaxDist;                        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.
    float             MouseDragThreshold;                             // = 6.0f           // Distance threshold before considering we are dragging.
    float             KeyRepeatDelay;                                 // = 0.275f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
    float             KeyRepeatRate;                                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.

    //------------------------------------------------------------------
    // Debug options
    //------------------------------------------------------------------

    // Options to configure Error Handling and how we handle recoverable errors [EXPERIMENTAL]
    // - Error recovery is provided as a way to facilitate:
    //    - Recovery after a programming error (native code or scripting language - the later tends to facilitate iterating on code while running).
    //    - Recovery after running an exception handler or any error processing which may skip code after an error has been detected.
    // - Error recovery is not perfect nor guaranteed! It is a feature to ease development.
    //   You not are not supposed to rely on it in the course of a normal application run.
    // - Functions that support error recovery are using IM_ASSERT_USER_ERROR() instead of IM_ASSERT().
    // - By design, we do NOT allow error recovery to be 100% silent. One of the three options needs to be checked!
    // - Always ensure that on programmers seats you have at minimum Asserts or Tooltips enabled when making direct imgui API calls!
    //   Otherwise it would severely hinder your ability to catch and correct mistakes!
    // Read https://github.com/ocornut/imgui/wiki/Error-Handling for details.
    // - Programmer seats: keep asserts (default), or disable asserts and keep error tooltips (new and nice!)
    // - Non-programmer seats: maybe disable asserts, but make sure errors are resurfaced (tooltips, visible log entries, use callback etc.)
    // - Recovery after error/exception: record stack sizes with ErrorRecoveryStoreState(), disable assert, set log callback (to e.g. trigger high-level breakpoint), recover with ErrorRecoveryTryToRecoverState(), restore settings.
    bool              ConfigErrorRecovery;                            // = true       // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled.
    bool              ConfigErrorRecoveryEnableAssert;                // = true       // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR()
    bool              ConfigErrorRecoveryEnableDebugLog;              // = true       // Enable debug log output on recoverable errors.
    bool              ConfigErrorRecoveryEnableTooltip;               // = true       // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled.

    // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro.
    // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability.
    // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application.
    //   e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version.
    bool              ConfigDebugIsDebuggerPresent;                   // = false          // Enable various tools calling IM_DEBUG_BREAK().

    // Tools to detect code submitting items with conflicting/duplicate IDs
    // - Code should use PushID()/PopID() in loops, or append "##xx" to same-label identifiers.
    // - Empty label e.g. Button("") == same ID as parent widget/node. Use Button("##xx") instead!
    // - See FAQ https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-about-the-id-stack-system
    bool              ConfigDebugHighlightIdConflicts;                // = true           // Highlight and show an error message popup when multiple items have conflicting identifiers.
    bool              ConfigDebugHighlightIdConflictsShowItemPicker;  //=true // Show "Item Picker" button in aforementioned popup.

    // Tools to test correct Begin/End and BeginChild/EndChild behaviors.
    // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()
    // - This is inconsistent with other BeginXXX functions and create confusion for many users.
    // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.
    bool              ConfigDebugBeginReturnValueOnce;                // = false          // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.
    bool              ConfigDebugBeginReturnValueLoop;                // = false          // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.

    // Option to deactivate io.AddFocusEvent(false) handling.
    // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data.
    // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.
    bool              ConfigDebugIgnoreFocusLoss;                     // = false          // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing.

    // Option to audit .ini data
    bool              ConfigDebugIniSettings;                         // = false          // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)

    //------------------------------------------------------------------
    // Platform Identifiers
    // (the imgui_impl_xxxx backend files are setting those up for you)
    //------------------------------------------------------------------

    // Nowadays those would be stored in ImGuiPlatformIO but we are leaving them here for legacy reasons.
    // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff.
    const char*       BackendPlatformName;                            // = NULL
    const char*       BackendRendererName;                            // = NULL
    void*             BackendPlatformUserData;                        // = NULL           // User data for platform backend
    void*             BackendRendererUserData;                        // = NULL           // User data for renderer backend
    void*             BackendLanguageUserData;                        // = NULL           // User data for non C++ programming language backend

    //------------------------------------------------------------------
    // Input - Call before calling NewFrame()
    //------------------------------------------------------------------

    //------------------------------------------------------------------
    // Output - Updated by NewFrame() or EndFrame()/Render()
    // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is
    //  generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
    //------------------------------------------------------------------

    bool              WantCaptureMouse;                               // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
    bool              WantCaptureKeyboard;                            // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
    bool              WantTextInput;                                  // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
    bool              WantSetMousePos;                                // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled.
    bool              WantSaveIniSettings;                            // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
    bool              NavActive;                                      // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
    bool              NavVisible;                                     // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events).
    float             Framerate;                                      // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
    int               MetricsRenderVertices;                          // Vertices output during last call to Render()
    int               MetricsRenderIndices;                           // Indices output during last call to Render() = number of triangles * 3
    int               MetricsRenderWindows;                           // Number of visible windows
    int               MetricsActiveWindows;                           // Number of active windows
    ImVec2            MouseDelta;                                     // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.

    //------------------------------------------------------------------
    // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
    //------------------------------------------------------------------

    ImGuiContext*     Ctx;                                            // Parent UI context (needs to be set explicitly by parent).

    // Main Input State
    // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
    // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
    ImVec2            MousePos;                                       // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
    bool              MouseDown[5];                                   // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
    float             MouseWheel;                                     // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll.
    float             MouseWheelH;                                    // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
    ImGuiMouseSource  MouseSource;                                    // Mouse actual input peripheral (Mouse/TouchScreen/Pen).
    ImGuiID           MouseHoveredViewport;                           // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows).
    bool              KeyCtrl;                                        // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS)
    bool              KeyShift;                                       // Keyboard modifier down: Shift
    bool              KeyAlt;                                         // Keyboard modifier down: Alt
    bool              KeySuper;                                       // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS)

    // Other state maintained from data above + IO function calls
    ImGuiKeyChord     KeyMods;                                        // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame()
    ImGuiKeyData      KeysData[ImGuiKey_NamedKey_COUNT];              // Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this.
    bool              WantCaptureMouseUnlessPopupClose;               // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
    ImVec2            MousePosPrev;                                   // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
    ImVec2            MouseClickedPos[5];                             // Position at time of clicking
    double            MouseClickedTime[5];                            // Time of last click (used to figure out double-click)
    bool              MouseClicked[5];                                // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
    bool              MouseDoubleClicked[5];                          // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
    ImU16             MouseClickedCount[5];                           // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
    ImU16             MouseClickedLastCount[5];                       // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
    bool              MouseReleased[5];                               // Mouse button went from Down to !Down
    double            MouseReleasedTime[5];                           // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click).
    bool              MouseDownOwned[5];                              // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
    bool              MouseDownOwnedUnlessPopupClose[5];              // Track if button was clicked inside a dear imgui window.
    bool              MouseWheelRequestAxisSwap;                      // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.
    bool              MouseCtrlLeftAsRightClick;                      // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click
    float             MouseDownDuration[5];                           // Duration the mouse button has been down (0.0f == just clicked)
    float             MouseDownDurationPrev[5];                       // Previous time the mouse button has been down
    ImVec2            MouseDragMaxDistanceAbs[5];                     // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
    float             MouseDragMaxDistanceSqr[5];                     // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
    float             PenPressure;                                    // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
    bool              AppFocusLost;                                   // Only modify via AddFocusEvent()
    bool              AppAcceptingEvents;                             // Only modify via SetAppAcceptingEvents()
    ImWchar16         InputQueueSurrogate;                            // For AddInputCharacterUTF16()
    ImVector_ImWchar  InputQueueCharacters;                           // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.

    // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
    // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
    //   Old (<1.87):  ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
    //   Old (<1.87):  ImGui::IsKeyPressed(MYPLATFORM_KEY_SPACE)                  --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
    // Read https://github.com/ocornut/imgui/issues/4921 for details.
    //int       KeyMap[ImGuiKey_COUNT];             // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
    //bool      KeysDown[ImGuiKey_COUNT];           // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
    //float     NavInputs[ImGuiNavInput_COUNT];     // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
    //void*     ImeWindowHandle;                    // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    float             FontGlobalScale;                                // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025)

    // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO.
    // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete).
    const char* (*GetClipboardTextFn)(void* user_data);
    void (*SetClipboardTextFn)(void* user_data, const char* text);
    void*             ClipboardUserData;

    //void ClearInputCharacters() { InputQueueCharacters.resize(0); } // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
};
// Input Functions
CIMGUI_API void ImGuiIO_AddKeyEvent(ImGuiIO* self, ImGuiKey key, bool down);                 // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
CIMGUI_API void ImGuiIO_AddKeyAnalogEvent(ImGuiIO* self, ImGuiKey key, bool down, float v);  // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
CIMGUI_API void ImGuiIO_AddMousePosEvent(ImGuiIO* self, float x, float y);                   // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
CIMGUI_API void ImGuiIO_AddMouseButtonEvent(ImGuiIO* self, int button, bool down);           // Queue a mouse button change
CIMGUI_API void ImGuiIO_AddMouseWheelEvent(ImGuiIO* self, float wheel_x, float wheel_y);     // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.
CIMGUI_API void ImGuiIO_AddMouseSourceEvent(ImGuiIO* self, ImGuiMouseSource source);         // Queue a mouse source change (Mouse/TouchScreen/Pen)
CIMGUI_API void ImGuiIO_AddMouseViewportEvent(ImGuiIO* self, ImGuiID id);                    // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
CIMGUI_API void ImGuiIO_AddFocusEvent(ImGuiIO* self, bool focused);                          // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
CIMGUI_API void ImGuiIO_AddInputCharacter(ImGuiIO* self, unsigned int c);                    // Queue a new character input
CIMGUI_API void ImGuiIO_AddInputCharacterUTF16(ImGuiIO* self, ImWchar16 c);                  // Queue a new character input from a UTF-16 character, it can be a surrogate
CIMGUI_API void ImGuiIO_AddInputCharactersUTF8(ImGuiIO* self, const char* str);              // Queue a new characters input from a UTF-8 string
CIMGUI_API void ImGuiIO_SetKeyEventNativeData(ImGuiIO* self, ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index /* = -1 */); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
CIMGUI_API void ImGuiIO_SetAppAcceptingEvents(ImGuiIO* self, bool accepting_events);         // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
CIMGUI_API void ImGuiIO_ClearEventsQueue(ImGuiIO* self);                                     // Clear all incoming events.
CIMGUI_API void ImGuiIO_ClearInputKeys(ImGuiIO* self);                                       // Clear current keyboard/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.
CIMGUI_API void ImGuiIO_ClearInputMouse(ImGuiIO* self);                                      // Clear current mouse state.

//-----------------------------------------------------------------------------
// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload)
//-----------------------------------------------------------------------------

// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used.
// The callback function should return 0 by default.
// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details)
// - ImGuiInputTextFlags_CallbackEdit:        Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active.
// - ImGuiInputTextFlags_CallbackAlways:      Callback on each iteration
// - ImGuiInputTextFlags_CallbackCompletion:  Callback on pressing TAB
// - ImGuiInputTextFlags_CallbackHistory:     Callback on pressing Up/Down arrows
// - ImGuiInputTextFlags_CallbackCharFilter:  Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
// - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow.
struct ImGuiInputTextCallbackData_t
{
    ImGuiContext*       Ctx;             // Parent UI context
    ImGuiInputTextFlags EventFlag;       // One ImGuiInputTextFlags_Callback*    // Read-only
    ImGuiInputTextFlags Flags;           // What user passed to InputText()      // Read-only
    void*               UserData;        // What user passed to InputText()      // Read-only

    // Arguments for the different callback events
    // - During Resize callback, Buf will be same as your input buffer.
    // - However, during Completion/History/Always callback, Buf always points to our own internal data (it is not the same as your buffer)! Changes to it will be reflected into your own buffer shortly after the callback.
    // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary.
    // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state.
    ImWchar             EventChar;       // Character input                      // Read-write   // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0;
    ImGuiKey            EventKey;        // Key pressed (Up/Down/TAB)            // Read-only    // [Completion,History]
    char*               Buf;             // Text buffer                          // Read-write   // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer!
    int                 BufTextLen;      // Text length (in bytes)               // Read-write   // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length()
    int                 BufSize;         // Buffer size (in bytes) = capacity+1  // Read-only    // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1
    bool                BufDirty;        // Set if you modify Buf/BufTextLen!    // Write        // [Completion,History,Always]
    int                 CursorPos;       //                                      // Read-write   // [Completion,History,Always]
    int                 SelectionStart;  //                                      // Read-write   // [Completion,History,Always] == to SelectionEnd when no selection
    int                 SelectionEnd;    //                                      // Read-write   // [Completion,History,Always]
};
CIMGUI_API void ImGuiInputTextCallbackData_DeleteChars(ImGuiInputTextCallbackData* self, int pos, int bytes_count);
CIMGUI_API void ImGuiInputTextCallbackData_InsertChars(ImGuiInputTextCallbackData* self, int pos, const char* text, const char* text_end /* = NULL */);
CIMGUI_API void ImGuiInputTextCallbackData_SelectAll(ImGuiInputTextCallbackData* self);
CIMGUI_API void ImGuiInputTextCallbackData_ClearSelection(ImGuiInputTextCallbackData* self);
CIMGUI_API bool ImGuiInputTextCallbackData_HasSelection(const ImGuiInputTextCallbackData* self);

// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
struct ImGuiSizeCallbackData_t
{
    void*  UserData;     // Read-only.   What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
    ImVec2 Pos;          // Read-only.   Window position, for reference.
    ImVec2 CurrentSize;  // Read-only.   Current window size.
    ImVec2 DesiredSize;  // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
};

// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions.
// Important: the content of this class is still highly WIP and likely to change and be refactored
// before we stabilize Docking features. Please be mindful if using this.
// Provide hints:
// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.)
// - To the platform backend for OS level parent/child relationships of viewport.
// - To the docking system for various options and filtering.
struct ImGuiWindowClass_t
{
    ImGuiID            ClassId;                     // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others.
    ImGuiID            ParentViewportId;            // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not.
    ImGuiID            FocusRouteParentWindowId;    // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused.
    ImGuiViewportFlags ViewportFlagsOverrideSet;    // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
    ImGuiViewportFlags ViewportFlagsOverrideClear;  // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis.
    ImGuiTabItemFlags  TabItemFlagsOverrideSet;     // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing.
    ImGuiDockNodeFlags DockNodeFlagsOverrideSet;    // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!)
    bool               DockingAlwaysTabBar;         // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar)
    bool               DockingAllowUnclassed;       // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override?
};

// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
struct ImGuiPayload_t
{
    // Members
    void*   Data;            // Data (copied and owned by dear imgui)
    int     DataSize;        // Data size

    // [Internal]
    ImGuiID SourceId;        // Source item id
    ImGuiID SourceParentId;  // Source parent id (if available)
    int     DataFrameCount;  // Data timestamp
    char    DataType[32+1];  // Data type tag (short user-supplied string, 32 characters max)
    bool    Preview;         // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets)
    bool    Delivery;        // Set when AcceptDragDropPayload() was called and mouse button is released over the target item.
};
CIMGUI_API void ImGuiPayload_Clear(ImGuiPayload* self);
CIMGUI_API bool ImGuiPayload_IsDataType(const ImGuiPayload* self, const char* type);
CIMGUI_API bool ImGuiPayload_IsPreview(const ImGuiPayload* self);
CIMGUI_API bool ImGuiPayload_IsDelivery(const ImGuiPayload* self);

//-----------------------------------------------------------------------------
// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)
//-----------------------------------------------------------------------------

// Helper: Unicode defines
#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD                                                              // Invalid Unicode code point (standard value).
#ifdef IMGUI_USE_WCHAR32
#define IM_UNICODE_CODEPOINT_MAX     0x10FFFF    // Maximum Unicode code point supported by this build.
#else
#define IM_UNICODE_CODEPOINT_MAX     0xFFFF      // Maximum Unicode code point supported by this build.
#endif // #ifdef IMGUI_USE_WCHAR32

// [Internal]
struct ImGuiTextFilter_ImGuiTextRange_t
{
    const char* b;
    const char* e;
};
CIMGUI_API bool ImGuiTextFilter_ImGuiTextRange_empty(const ImGuiTextFilter_ImGuiTextRange* self);
CIMGUI_API void ImGuiTextFilter_ImGuiTextRange_split(const ImGuiTextFilter_ImGuiTextRange* self, char separator, ImVector_ImGuiTextRange* out);
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter_t
{
    char                    InputBuf[256];
    ImVector_ImGuiTextRange Filters;
    int                     CountGrep;
};
CIMGUI_API bool ImGuiTextFilter_Draw(ImGuiTextFilter* self, const char* label /* = "Filter (inc,-exc)" */, float width /* = 0.0f */); // Helper calling InputText+Build
CIMGUI_API bool ImGuiTextFilter_PassFilter(const ImGuiTextFilter* self, const char* text, const char* text_end /* = NULL */);
CIMGUI_API void ImGuiTextFilter_Build(ImGuiTextFilter* self);
CIMGUI_API void ImGuiTextFilter_Clear(ImGuiTextFilter* self);
CIMGUI_API bool ImGuiTextFilter_IsActive(const ImGuiTextFilter* self);

// Helper: Growable text buffer for logging/accumulating text
// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
struct ImGuiTextBuffer_t
{
    ImVector_char Buf;
};
CIMGUI_API const char* ImGuiTextBuffer_begin(const ImGuiTextBuffer* self);
CIMGUI_API const char* ImGuiTextBuffer_end(const ImGuiTextBuffer* self);                                                  // Buf is zero-terminated, so end() will point on the zero-terminator
CIMGUI_API int         ImGuiTextBuffer_size(const ImGuiTextBuffer* self);
CIMGUI_API bool        ImGuiTextBuffer_empty(const ImGuiTextBuffer* self);
CIMGUI_API void        ImGuiTextBuffer_clear(ImGuiTextBuffer* self);
CIMGUI_API void        ImGuiTextBuffer_resize(ImGuiTextBuffer* self, int size);                                           // Similar to resize(0) on ImVector: empty string but don't free buffer.
CIMGUI_API void        ImGuiTextBuffer_reserve(ImGuiTextBuffer* self, int capacity);
CIMGUI_API const char* ImGuiTextBuffer_c_str(const ImGuiTextBuffer* self);
CIMGUI_API void        ImGuiTextBuffer_append(ImGuiTextBuffer* self, const char* str, const char* str_end /* = NULL */);
CIMGUI_API void        ImGuiTextBuffer_appendf(ImGuiTextBuffer* self, const char* fmt, ...) IM_FMTARGS(2);
CIMGUI_API void        ImGuiTextBuffer_appendfv(ImGuiTextBuffer* self, const char* fmt, va_list args) IM_FMTLIST(2);

// [Internal] Key+Value for ImGuiStorage
struct ImGuiStoragePair_t
{
    ImGuiID key;
    union
    {
        int   val_i;
        float val_f;
        void* val_p;
    };
};

// Helper: Key->Value storage
// Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1)
// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame)
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
struct ImGuiStorage_t
{
    // [Internal]
    ImVector_ImGuiStoragePair Data;
};
// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
// - Set***() functions find pair, insertion on demand if missing.
// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
CIMGUI_API void   ImGuiStorage_Clear(ImGuiStorage* self);
CIMGUI_API int    ImGuiStorage_GetInt(const ImGuiStorage* self, ImGuiID key, int default_val /* = 0 */);
CIMGUI_API void   ImGuiStorage_SetInt(ImGuiStorage* self, ImGuiID key, int val);
CIMGUI_API bool   ImGuiStorage_GetBool(const ImGuiStorage* self, ImGuiID key, bool default_val /* = false */);
CIMGUI_API void   ImGuiStorage_SetBool(ImGuiStorage* self, ImGuiID key, bool val);
CIMGUI_API float  ImGuiStorage_GetFloat(const ImGuiStorage* self, ImGuiID key, float default_val /* = 0.0f */);
CIMGUI_API void   ImGuiStorage_SetFloat(ImGuiStorage* self, ImGuiID key, float val);
CIMGUI_API void*  ImGuiStorage_GetVoidPtr(const ImGuiStorage* self, ImGuiID key);                               // default_val is NULL
CIMGUI_API void   ImGuiStorage_SetVoidPtr(ImGuiStorage* self, ImGuiID key, void* val);
// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
// - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
//      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
CIMGUI_API int*   ImGuiStorage_GetIntRef(ImGuiStorage* self, ImGuiID key, int default_val /* = 0 */);
CIMGUI_API bool*  ImGuiStorage_GetBoolRef(ImGuiStorage* self, ImGuiID key, bool default_val /* = false */);
CIMGUI_API float* ImGuiStorage_GetFloatRef(ImGuiStorage* self, ImGuiID key, float default_val /* = 0.0f */);
CIMGUI_API void** ImGuiStorage_GetVoidPtrRef(ImGuiStorage* self, ImGuiID key, void* default_val /* = NULL */);
// Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
CIMGUI_API void   ImGuiStorage_BuildSortByKey(ImGuiStorage* self);
// Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes)
CIMGUI_API void   ImGuiStorage_SetAllInt(ImGuiStorage* self, int val);

// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent)
typedef enum
{
    ImGuiListClipperFlags_None                  = 0,
    ImGuiListClipperFlags_NoSetTableRowCounters = 1<<0,  // [Internal] Disabled modifying table row counters. Avoid assumption that 1 clipper item == 1 table row.
} ImGuiListClipperFlags_;

// Helper: Manually clip large list of items.
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
// clipping based on visibility to only submit items that are in view.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
//  fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
//  scale using lists with tens of thousands of items without a problem)
// Usage:
//   ImGuiListClipper clipper;
//   clipper.Begin(1000);         // We have 1000 elements, evenly spaced.
//   while (clipper.Step())
//       for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
//           ImGui::Text("line number %d", i);
// Generally what happens is:
// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not.
// - User code submit that one element.
// - Clipper can measure the height of the first element
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
// - User code submit visible elements.
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
struct ImGuiListClipper_t
{
    ImGuiContext*         Ctx;               // Parent UI context
    int                   DisplayStart;      // First item to display, updated by each call to Step()
    int                   DisplayEnd;        // End of items to display (exclusive)
    int                   ItemsCount;        // [Internal] Number of items
    float                 ItemsHeight;       // [Internal] Height of item after a first step and item submission can calculate it
    double                StartPosY;         // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
    double                StartSeekOffsetY;  // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows.
    void*                 TempData;          // [Internal] Internal data
    ImGuiListClipperFlags Flags;             // [Internal] Flags, currently not yet well exposed.
};
CIMGUI_API void ImGuiListClipper_Begin(ImGuiListClipper* self, int items_count, float items_height /* = -1.0f */);
CIMGUI_API void ImGuiListClipper_End(ImGuiListClipper* self);                                                // Automatically called on the last call of Step() that returns false.
CIMGUI_API bool ImGuiListClipper_Step(ImGuiListClipper* self);                                               // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
// Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.
// (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).
CIMGUI_API void ImGuiListClipper_IncludeItemByIndex(ImGuiListClipper* self, int item_index);
CIMGUI_API void ImGuiListClipper_IncludeItemsByIndex(ImGuiListClipper* self, int item_begin, int item_end);  // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.
// Seek cursor toward given item. This is automatically called while stepping.
// - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time.
// - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count).
CIMGUI_API void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* self, int item_index);

// Helpers: ImVec2/ImVec4 operators
// - It is important that we are keeping those disabled by default so they don't leak in user space.
// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)
// - Add '#define IMGUI_DEFINE_MATH_OPERATORS' before including this file (or in imconfig.h) to access courtesy maths operators for ImVec2 and ImVec4.
// - We intentionally provide ImVec2*float but not float*ImVec2: this is rare enough and we want to reduce the surface for possible user mistake.
#ifdef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED
IM_MSVC_RUNTIME_CHECKS_OFF
IM_MSVC_RUNTIME_CHECKS_RESTORE
#endif // #ifdef IMGUI_DEFINE_MATH_OPERATORS
// Helpers macros to generate 32-bit encoded colors
// - User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
// - Any setting other than the default will need custom backend support. The only standard backend that supports anything else than the default is DirectX9.
#ifndef IM_COL32_R_SHIFT
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT    16
#define IM_COL32_G_SHIFT    8
#define IM_COL32_B_SHIFT    0
#define IM_COL32_A_SHIFT    24
#define IM_COL32_A_MASK     0xFF000000
#else
#define IM_COL32_R_SHIFT    0
#define IM_COL32_G_SHIFT    8
#define IM_COL32_B_SHIFT    16
#define IM_COL32_A_SHIFT    24
#define IM_COL32_A_MASK     0xFF000000
#endif // #ifdef IMGUI_USE_BGRA_PACKED_COLOR
#endif // #ifndef IM_COL32_R_SHIFT
#define IM_COL32(R,G,B,A)    (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
#define IM_COL32_WHITE       IM_COL32(255,255,255,255)   // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK       IM_COL32(0,0,0,255)         // Opaque black
#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0)           // Transparent black = 0x00000000

// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class. MAY OBSOLETE.
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
struct ImColor_t
{
    ImVec4 Value;
};
// FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
CIMGUI_API void    ImColor_SetHSV(ImColor* self, float h, float s, float v, float a /* = 1.0f */);
CIMGUI_API ImColor ImColor_HSV(float h, float s, float v, float a /* = 1.0f */);

//-----------------------------------------------------------------------------
// [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiSelectionRequestType, ImGuiSelectionRequest, ImGuiMultiSelectIO, ImGuiSelectionBasicStorage)
//-----------------------------------------------------------------------------

// Multi-selection system
// Documentation at: https://github.com/ocornut/imgui/wiki/Multi-Select
// - Refer to 'Demo->Widgets->Selection State & Multi-Select' for demos using this.
// - This system implements standard multi-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc)
//   with support for clipper (skipping non-visible items), box-select and many other details.
// - Selectable(), Checkbox() are supported but custom widgets may use it as well.
// - TreeNode() is technically supported but... using this correctly is more complicated: you need some sort of linear/random access to your tree,
//   which is suited to advanced trees setups also implementing filters and clipper. We will work toward simplifying and demoing it.
// - In the spirit of Dear ImGui design, your code owns actual selection data.
//   This is designed to allow all kinds of selection storage you may use in your application e.g. set/map/hash.
// About ImGuiSelectionBasicStorage:
// - This is an optional helper to store a selection state and apply selection requests.
// - It is used by our demos and provided as a convenience to quickly implement multi-selection.
// Usage:
// - Identify submitted items with SetNextItemSelectionUserData(), most likely using an index into your current data-set.
// - Store and maintain actual selection data using persistent object identifiers.
// - Usage flow:
//     BEGIN - (1) Call BeginMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
//           - (2) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 6.
//           - (3) [If using clipper] You need to make sure RangeSrcItem is always submitted. Calculate its index and pass to clipper.IncludeItemByIndex(). If storing indices in ImGuiSelectionUserData, a simple clipper.IncludeItemByIndex(ms_io->RangeSrcItem) call will work.
//     LOOP  - (4) Submit your items with SetNextItemSelectionUserData() + Selectable()/TreeNode() calls.
//     END   - (5) Call EndMultiSelect() and retrieve the ImGuiMultiSelectIO* result.
//           - (6) Honor request list (SetAll/SetRange requests) by updating your selection data. Same code as Step 2.
//     If you submit all items (no clipper), Step 2 and 3 are optional and will be handled by each item themselves. It is fine to always honor those steps.
// About ImGuiSelectionUserData:
// - This can store an application-defined identifier (e.g. index or pointer) submitted via SetNextItemSelectionUserData().
// - In return we store them into RangeSrcItem/RangeFirstItem/RangeLastItem and other fields in ImGuiMultiSelectIO.
// - Most applications will store an object INDEX, hence the chosen name and type. Storing an index is natural, because
//   SetRange requests will give you two end-points and you will need to iterate/interpolate between them to update your selection.
// - However it is perfectly possible to store a POINTER or another IDENTIFIER inside ImGuiSelectionUserData.
//   Our system never assume that you identify items by indices, it never attempts to interpolate between two values.
// - If you enable ImGuiMultiSelectFlags_NoRangeSelect then it is guaranteed that you will never have to interpolate
//   between two ImGuiSelectionUserData, which may be a convenient way to use part of the feature with less code work.
// - As most users will want to store an index, for convenience and to reduce confusion we use ImS64 instead of void*,
//   being syntactically easier to downcast. Feel free to reinterpret_cast and store a pointer inside.

// Flags for BeginMultiSelect()
typedef enum
{
    ImGuiMultiSelectFlags_None                  = 0,
    ImGuiMultiSelectFlags_SingleSelect          = 1<<0,   // Disable selecting more than one item. This is available to allow single-selection code to share same code/logic if desired. It essentially disables the main purpose of BeginMultiSelect() tho!
    ImGuiMultiSelectFlags_NoSelectAll           = 1<<1,   // Disable Ctrl+A shortcut to select all.
    ImGuiMultiSelectFlags_NoRangeSelect         = 1<<2,   // Disable Shift+selection mouse/keyboard support (useful for unordered 2D selection). With BoxSelect is also ensure contiguous SetRange requests are not combined into one. This allows not handling interpolation in SetRange requests.
    ImGuiMultiSelectFlags_NoAutoSelect          = 1<<3,   // Disable selecting items when navigating (useful for e.g. supporting range-select in a list of checkboxes).
    ImGuiMultiSelectFlags_NoAutoClear           = 1<<4,   // Disable clearing selection when navigating or selecting another one (generally used with ImGuiMultiSelectFlags_NoAutoSelect. useful for e.g. supporting range-select in a list of checkboxes).
    ImGuiMultiSelectFlags_NoAutoClearOnReselect = 1<<5,   // Disable clearing selection when clicking/selecting an already selected item.
    ImGuiMultiSelectFlags_BoxSelect1d           = 1<<6,   // Enable box-selection with same width and same x pos items (e.g. full row Selectable()). Box-selection works better with little bit of spacing between items hit-box in order to be able to aim at empty space.
    ImGuiMultiSelectFlags_BoxSelect2d           = 1<<7,   // Enable box-selection with varying width or varying x pos items support (e.g. different width labels, or 2D layout/grid). This is slower: alters clipping logic so that e.g. horizontal movements will update selection of normally clipped items.
    ImGuiMultiSelectFlags_BoxSelectNoScroll     = 1<<8,   // Disable scrolling when box-selecting near edges of scope.
    ImGuiMultiSelectFlags_ClearOnEscape         = 1<<9,   // Clear selection when pressing Escape while scope is focused.
    ImGuiMultiSelectFlags_ClearOnClickVoid      = 1<<10,  // Clear selection when clicking on empty location within scope.
    ImGuiMultiSelectFlags_ScopeWindow           = 1<<11,  // Scope for _BoxSelect and _ClearOnClickVoid is whole window (Default). Use if BeginMultiSelect() covers a whole window or used a single time in same window.
    ImGuiMultiSelectFlags_ScopeRect             = 1<<12,  // Scope for _BoxSelect and _ClearOnClickVoid is rectangle encompassing BeginMultiSelect()/EndMultiSelect(). Use if BeginMultiSelect() is called multiple times in same window.
    ImGuiMultiSelectFlags_SelectOnClick         = 1<<13,  // Apply selection on mouse down when clicking on unselected item. (Default)
    ImGuiMultiSelectFlags_SelectOnClickRelease  = 1<<14,  // Apply selection on mouse release when clicking an unselected item. Allow dragging an unselected item without altering selection.
    //ImGuiMultiSelectFlags_RangeSelect2d       = 1 << 15,  // Shift+Selection uses 2d geometry instead of linear sequence, so possible to use Shift+up/down to select vertically in grid. Analogous to what BoxSelect does.
    ImGuiMultiSelectFlags_NavWrapX              = 1<<16,  // [Temporary] Enable navigation wrapping on X axis. Provided as a convenience because we don't have a design for the general Nav API for this yet. When the more general feature be public we may obsolete this flag in favor of new one.
    ImGuiMultiSelectFlags_NoSelectOnRightClick  = 1<<17,  // Disable default right-click processing, which selects item on mouse down, and is designed for context-menus.
} ImGuiMultiSelectFlags_;

// Main IO structure returned by BeginMultiSelect()/EndMultiSelect().
// This mainly contains a list of selection requests.
// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen.
// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo)
// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code.
struct ImGuiMultiSelectIO_t
{
    //------------------------------------------// BeginMultiSelect / EndMultiSelect
    ImVector_ImGuiSelectionRequest Requests;       //  ms:w, app:r     /  ms:w  app:r   // Requests to apply to your selection data.
    ImGuiSelectionUserData         RangeSrcItem;   //  ms:w  app:r     /                // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted.
    ImGuiSelectionUserData         NavIdItem;      //  ms:w, app:r     /                // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items).
    bool                           NavIdSelected;  //  ms:w, app:r     /        app:r   // (If using deletion) Last known selection state for NavId (if part of submitted items).
    bool                           RangeSrcReset;  //        app:w     /  ms:r          // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection).
    int                            ItemsCount;     //  ms:w, app:r     /        app:r   // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally.
};

// Selection request type
typedef enum
{
    ImGuiSelectionRequestType_None     = 0,
    ImGuiSelectionRequestType_SetAll,    // Request app to clear selection (if Selected==false) or select all items (if Selected==true). We cannot set RangeFirstItem/RangeLastItem as its contents is entirely up to user (not necessarily an index)
    ImGuiSelectionRequestType_SetRange,  // Request app to select/unselect [RangeFirstItem..RangeLastItem] items (inclusive) based on value of Selected. Only EndMultiSelect() request this, app code can read after BeginMultiSelect() and it will always be false.
} ImGuiSelectionRequestType;

// Selection request item
struct ImGuiSelectionRequest_t
{
    //------------------------------------------// BeginMultiSelect / EndMultiSelect
    ImGuiSelectionRequestType Type;            //  ms:w, app:r     /  ms:w, app:r   // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range.
    bool                      Selected;        //  ms:w, app:r     /  ms:w, app:r   // Parameter for SetAll/SetRange requests (true = select, false = unselect)
    ImS8                      RangeDirection;  //                  /  ms:w  app:r   // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click.
    ImGuiSelectionUserData    RangeFirstItem;  //                  /  ms:w, app:r   // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom).
    ImGuiSelectionUserData    RangeLastItem;   //                  /  ms:w, app:r   // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive!
};

// Optional helper to store multi-selection state + apply multi-selection requests.
// - Used by our demos and provided as a convenience to easily implement basic multi-selection.
// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
//   Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate.
// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API.
// To store a multi-selection, in your application you could:
// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set<ImGuiID> replacement.
// - Use your own external storage: e.g. std::set<MyObjectId>, std::vector<MyObjectId>, interval trees, intrusively stored selection etc.
// In ImGuiSelectionBasicStorage we:
// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO)
// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index.
// - use decently optimized logic to allow queries and insertion of very large selection sets.
// - do not preserve selection order.
// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection.
// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing.
// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper.
struct ImGuiSelectionBasicStorage_t
{
    // Members
    int          Size;             //          // Number of selected items, maintained by this helper.
    bool         PreserveOrder;    // = false  // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved)
    void*        UserData;         // = NULL   // User data for use by adapter function        // e.g. selection.UserData = (void*)my_items;
    ImGuiID (*AdapterIndexToStorageId)(ImGuiSelectionBasicStorage* self, int idx); // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; };
    int          _SelectionOrder;  // [Internal] Increasing counter to store selection order
    ImGuiStorage _Storage;         // [Internal] Selection set. Think of this as similar to e.g. std::set<ImGuiID>. Prefer not accessing directly: iterate with GetNextSelectedItem().
};
CIMGUI_API void    ImGuiSelectionBasicStorage_ApplyRequests(ImGuiSelectionBasicStorage* self, ImGuiMultiSelectIO* ms_io);                // Apply selection requests coming from BeginMultiSelect() and EndMultiSelect() functions. It uses 'items_count' passed to BeginMultiSelect()
CIMGUI_API bool    ImGuiSelectionBasicStorage_Contains(const ImGuiSelectionBasicStorage* self, ImGuiID id);                              // Query if an item id is in selection.
CIMGUI_API void    ImGuiSelectionBasicStorage_Clear(ImGuiSelectionBasicStorage* self);                                                   // Clear selection
CIMGUI_API void    ImGuiSelectionBasicStorage_Swap(ImGuiSelectionBasicStorage* self, ImGuiSelectionBasicStorage* r);                     // Swap two selections
CIMGUI_API void    ImGuiSelectionBasicStorage_SetItemSelected(ImGuiSelectionBasicStorage* self, ImGuiID id, bool selected);              // Add/remove an item from selection (generally done by ApplyRequests() function)
CIMGUI_API bool    ImGuiSelectionBasicStorage_GetNextSelectedItem(ImGuiSelectionBasicStorage* self, void** opaque_it, ImGuiID* out_id);  // Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }'
CIMGUI_API ImGuiID ImGuiSelectionBasicStorage_GetStorageIdFromIndex(ImGuiSelectionBasicStorage* self, int idx);                          // Convert index to item id based on provided adapter.

// Optional helper to apply multi-selection requests to existing randomly accessible storage.
// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state.
struct ImGuiSelectionExternalStorage_t
{
    // Members
    void* UserData;                                                                               // User data for use by adapter function                                // e.g. selection.UserData = (void*)my_items;
    void (*AdapterSetItemSelected)(ImGuiSelectionExternalStorage* self, int idx, bool selected);  // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; }
};
CIMGUI_API void ImGuiSelectionExternalStorage_ApplyRequests(ImGuiSelectionExternalStorage* self, ImGuiMultiSelectIO* ms_io);  // Apply selection requests by using AdapterSetItemSelected() calls

//-----------------------------------------------------------------------------
// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------

// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking.
#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX     (32)
#endif // #ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX
// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h]
// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering,
// you can poke into the draw list for that! Draw callback may be useful for example to:
//  A) Change your GPU render state,
//  B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }'
// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering backend accordingly.
#ifndef ImDrawCallback
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);
#endif // #ifndef ImDrawCallback
// Special Draw callback value to request renderer backend to reset the graphics/render state.
// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address.
// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored.
// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call).
#define ImDrawCallback_ResetRenderState     (ImDrawCallback)(-8)

// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
//   this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
//   Backends made for <1.71. will typically ignore the VtxOffset fields.
// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
struct ImDrawCmd_t
{
    ImVec4         ClipRect;                // 4*4  // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
    ImTextureRef   TexRef;                  // 16   // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
    unsigned int   VtxOffset;               // 4    // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
    unsigned int   IdxOffset;               // 4    // Start offset in index buffer.
    unsigned int   ElemCount;               // 4    // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
    ImDrawCallback UserCallback;            // 4-8  // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
    void*          UserCallbackData;        // 4-8  // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored.
    int            UserCallbackDataSize;    // 4 // Size of callback user data when using storage, otherwise 0.
    int            UserCallbackDataOffset;  // 4 // [Internal] Offset of callback user data when using storage, otherwise -1.
};
// Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature)
// Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used!
CIMGUI_API ImTextureID ImDrawCmd_GetTexID(const ImDrawCmd* self);  // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID)

// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
struct ImDrawVert_t
{
    ImVec2 pos;
    ImVec2 uv;
    ImU32  col;
};
#else
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
#endif // #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
// [Internal] For use by ImDrawList
struct ImDrawCmdHeader_t
{
    ImVec4       ClipRect;
    ImTextureRef TexRef;
    unsigned int VtxOffset;
};

// [Internal] For use by ImDrawListSplitter
struct ImDrawChannel_t
{
    ImVector_ImDrawCmd _CmdBuffer;
    ImVector_ImDrawIdx _IdxBuffer;
};

// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order.
// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call.
struct ImDrawListSplitter_t
{
    int                    _Current;   // Current channel number (0)
    int                    _Count;     // Number of active channels (1+)
    ImVector_ImDrawChannel _Channels;  // Draw channels (not resized down so _Count might be < Channels.Size)
};
CIMGUI_API void ImDrawListSplitter_Clear(ImDrawListSplitter* self);                                                      // Do not clear Channels[] so our allocations are reused next frame
CIMGUI_API void ImDrawListSplitter_ClearFreeMemory(ImDrawListSplitter* self);
CIMGUI_API void ImDrawListSplitter_Split(ImDrawListSplitter* self, ImDrawList* draw_list, int count);
CIMGUI_API void ImDrawListSplitter_Merge(ImDrawListSplitter* self, ImDrawList* draw_list);
CIMGUI_API void ImDrawListSplitter_SetCurrentChannel(ImDrawListSplitter* self, ImDrawList* draw_list, int channel_idx);

// Flags for ImDrawList functions
// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused)
typedef enum
{
    ImDrawFlags_None                    = 0,
    ImDrawFlags_Closed                  = 1<<0,                         // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason)
    ImDrawFlags_RoundCornersTopLeft     = 1<<4,                         // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01.
    ImDrawFlags_RoundCornersTopRight    = 1<<5,                         // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02.
    ImDrawFlags_RoundCornersBottomLeft  = 1<<6,                         // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04.
    ImDrawFlags_RoundCornersBottomRight = 1<<7,                         // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08.
    ImDrawFlags_RoundCornersNone        = 1<<8,                         // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag!
    ImDrawFlags_RoundCornersTop         = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight,
    ImDrawFlags_RoundCornersBottom      = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
    ImDrawFlags_RoundCornersLeft        = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft,
    ImDrawFlags_RoundCornersRight       = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
    ImDrawFlags_RoundCornersAll         = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
    ImDrawFlags_RoundCornersDefault_    = ImDrawFlags_RoundCornersAll,  // Default to ALL corners if none of the _RoundCornersXX flags are specified.
    ImDrawFlags_RoundCornersMask_       = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
} ImDrawFlags_;

// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
// It is however possible to temporarily alter flags between calls to ImDrawList:: functions.
typedef enum
{
    ImDrawListFlags_None                   = 0,
    ImDrawListFlags_AntiAliasedLines       = 1<<0,  // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
    ImDrawListFlags_AntiAliasedLinesUseTex = 1<<1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
    ImDrawListFlags_AntiAliasedFill        = 1<<2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
    ImDrawListFlags_AllowVtxOffset         = 1<<3,  // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
} ImDrawListFlags_;

// Draw command list
// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
// access the current window draw list and draw custom primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize).
// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!)
// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
struct ImDrawList_t
{
    // This is what you have to render
    ImVector_ImDrawCmd    CmdBuffer;          // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback.
    ImVector_ImDrawIdx    IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
    ImVector_ImDrawVert   VtxBuffer;          // Vertex buffer.
    ImDrawListFlags       Flags;              // Flags, you may poke into these to adjust anti-aliasing settings per-primitive.

    // [Internal, used while building lists]
    unsigned int          _VtxCurrentIdx;     // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.
    ImDrawListSharedData* _Data;              // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
    ImDrawVert*           _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
    ImDrawIdx*            _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
    ImVector_ImVec2       _Path;              // [Internal] current path building
    ImDrawCmdHeader       _CmdHeader;         // [Internal] template of active commands. Fields should match those of CmdBuffer.back().
    ImDrawListSplitter    _Splitter;          // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!)
    ImVector_ImVec4       _ClipRectStack;     // [Internal]
    ImVector_ImTextureRef _TextureStack;      // [Internal]
    ImVector_ImU8         _CallbacksDataBuf;  // [Internal]
    float                 _FringeScale;       // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
    const char*           _OwnerName;         // Pointer to owner window's name for debugging

    //inline  void  AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024)
    //inline  void  AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); }                        // OBSOLETED in 1.90.5 (Mar 2024)
    //inline  void  PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024)
    //inline  void  AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }                         // OBSOLETED in 1.80 (Jan 2021)
    //inline  void  PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }                                                                                // OBSOLETED in 1.80 (Jan 2021)
};
CIMGUI_API void        ImDrawList_PushClipRect(ImDrawList* self, ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect /* = false */); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
CIMGUI_API void        ImDrawList_PushClipRectFullScreen(ImDrawList* self);
CIMGUI_API void        ImDrawList_PopClipRect(ImDrawList* self);
CIMGUI_API void        ImDrawList_PushTexture(ImDrawList* self, ImTextureRef tex_ref);
CIMGUI_API void        ImDrawList_PopTexture(ImDrawList* self);
CIMGUI_API ImVec2      ImDrawList_GetClipRectMin(const ImDrawList* self);
CIMGUI_API ImVec2      ImDrawList_GetClipRectMax(const ImDrawList* self);
// Primitives
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
//   In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
//   In future versions we will use textures to provide cheaper and higher-quality circles.
//   Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
CIMGUI_API void        ImDrawList_AddLine(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImU32 col, float thickness /* = 1.0f */);
CIMGUI_API void        ImDrawList_AddRect(ImDrawList* self, ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding /* = 0.0f */, ImDrawFlags flags /* = 0 */, float thickness /* = 1.0f */); // a: upper-left, b: lower-right (== upper-left + size)
CIMGUI_API void        ImDrawList_AddRectFilled(ImDrawList* self, ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding /* = 0.0f */, ImDrawFlags flags /* = 0 */); // a: upper-left, b: lower-right (== upper-left + size)
CIMGUI_API void        ImDrawList_AddRectFilledMultiColor(ImDrawList* self, ImVec2 p_min, ImVec2 p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
CIMGUI_API void        ImDrawList_AddQuad(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImU32 col, float thickness /* = 1.0f */);
CIMGUI_API void        ImDrawList_AddQuadFilled(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImU32 col);
CIMGUI_API void        ImDrawList_AddTriangle(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImU32 col, float thickness /* = 1.0f */);
CIMGUI_API void        ImDrawList_AddTriangleFilled(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImU32 col);
CIMGUI_API void        ImDrawList_AddCircle(ImDrawList* self, ImVec2 center, float radius, ImU32 col, int num_segments /* = 0 */, float thickness /* = 1.0f */);
CIMGUI_API void        ImDrawList_AddCircleFilled(ImDrawList* self, ImVec2 center, float radius, ImU32 col, int num_segments /* = 0 */);
CIMGUI_API void        ImDrawList_AddNgon(ImDrawList* self, ImVec2 center, float radius, ImU32 col, int num_segments, float thickness /* = 1.0f */);
CIMGUI_API void        ImDrawList_AddNgonFilled(ImDrawList* self, ImVec2 center, float radius, ImU32 col, int num_segments);
CIMGUI_API void        ImDrawList_AddEllipse(ImDrawList* self, ImVec2 center, ImVec2 radius, ImU32 col, float rot /* = 0.0f */, int num_segments /* = 0 */, float thickness /* = 1.0f */);
CIMGUI_API void        ImDrawList_AddEllipseFilled(ImDrawList* self, ImVec2 center, ImVec2 radius, ImU32 col, float rot /* = 0.0f */, int num_segments /* = 0 */);
CIMGUI_API void        ImDrawList_AddText(ImDrawList* self, ImVec2 pos, ImU32 col, const char* text_begin, const char* text_end /* = NULL */);
CIMGUI_API void        ImDrawList_AddTextImFontPtr(ImDrawList* self, ImFont* font, float font_size, ImVec2 pos, ImU32 col, const char* text_begin, const char* text_end /* = NULL */, float wrap_width /* = 0.0f */, const ImVec4* cpu_fine_clip_rect /* = NULL */);
CIMGUI_API void        ImDrawList_AddBezierCubic(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImU32 col, float thickness, int num_segments /* = 0 */); // Cubic Bezier (4 control points)
CIMGUI_API void        ImDrawList_AddBezierQuadratic(ImDrawList* self, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImU32 col, float thickness, int num_segments /* = 0 */);  // Quadratic Bezier (3 control points)
// General polygon
// - Only simple polygons are supported by filling functions (no self-intersections, no holes).
// - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library.
CIMGUI_API void        ImDrawList_AddPolyline(ImDrawList* self, const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
CIMGUI_API void        ImDrawList_AddConvexPolyFilled(ImDrawList* self, const ImVec2* points, int num_points, ImU32 col);
CIMGUI_API void        ImDrawList_AddConcavePolyFilled(ImDrawList* self, const ImVec2* points, int num_points, ImU32 col);
// Image primitives
// - Read FAQ to understand what ImTextureID/ImTextureRef are.
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
// - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture.
CIMGUI_API void        ImDrawList_AddImage(ImDrawList* self, ImTextureRef tex_ref, ImVec2 p_min, ImVec2 p_max, ImVec2 uv_min /* = ImVec2(0, 0) */, ImVec2 uv_max /* = ImVec2(1, 1) */, ImU32 col /* = IM_COL32_WHITE */);
CIMGUI_API void        ImDrawList_AddImageQuad(ImDrawList* self, ImTextureRef tex_ref, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1 /* = ImVec2(0, 0) */, ImVec2 uv2 /* = ImVec2(1, 0) */, ImVec2 uv3 /* = ImVec2(1, 1) */, ImVec2 uv4 /* = ImVec2(0, 1) */, ImU32 col /* = IM_COL32_WHITE */);
CIMGUI_API void        ImDrawList_AddImageRounded(ImDrawList* self, ImTextureRef tex_ref, ImVec2 p_min, ImVec2 p_max, ImVec2 uv_min, ImVec2 uv_max, ImU32 col, float rounding, ImDrawFlags flags /* = 0 */);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
//   so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
CIMGUI_API void        ImDrawList_PathClear(ImDrawList* self);
CIMGUI_API void        ImDrawList_PathLineTo(ImDrawList* self, ImVec2 pos);
CIMGUI_API void        ImDrawList_PathLineToMergeDuplicate(ImDrawList* self, ImVec2 pos);
CIMGUI_API void        ImDrawList_PathFillConvex(ImDrawList* self, ImU32 col);
CIMGUI_API void        ImDrawList_PathFillConcave(ImDrawList* self, ImU32 col);
CIMGUI_API void        ImDrawList_PathStroke(ImDrawList* self, ImU32 col, ImDrawFlags flags /* = 0 */, float thickness /* = 1.0f */);
CIMGUI_API void        ImDrawList_PathArcTo(ImDrawList* self, ImVec2 center, float radius, float a_min, float a_max, int num_segments /* = 0 */);
CIMGUI_API void        ImDrawList_PathArcToFast(ImDrawList* self, ImVec2 center, float radius, int a_min_of_12, int a_max_of_12);                                 // Use precomputed angles for a 12 steps circle
CIMGUI_API void        ImDrawList_PathEllipticalArcTo(ImDrawList* self, ImVec2 center, ImVec2 radius, float rot, float a_min, float a_max, int num_segments /* = 0 */); // Ellipse
CIMGUI_API void        ImDrawList_PathBezierCubicCurveTo(ImDrawList* self, ImVec2 p2, ImVec2 p3, ImVec2 p4, int num_segments /* = 0 */);                          // Cubic Bezier (4 control points)
CIMGUI_API void        ImDrawList_PathBezierQuadraticCurveTo(ImDrawList* self, ImVec2 p2, ImVec2 p3, int num_segments /* = 0 */);                                 // Quadratic Bezier (3 control points)
CIMGUI_API void        ImDrawList_PathRect(ImDrawList* self, ImVec2 rect_min, ImVec2 rect_max, float rounding /* = 0.0f */, ImDrawFlags flags /* = 0 */);
// Advanced: Draw Callbacks
// - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible).
// - Use special ImDrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default.
// - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this.
// - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState.
// - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer).
//   - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render.
//   - If userdata_size > 0,  we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data.
//   - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*.
CIMGUI_API void        ImDrawList_AddCallback(ImDrawList* self, ImDrawCallback callback, void* userdata, size_t userdata_size /* = 0 */);
// Advanced: Miscellaneous
CIMGUI_API void        ImDrawList_AddDrawCmd(ImDrawList* self);                                                                                                   // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
CIMGUI_API ImDrawList* ImDrawList_CloneOutput(const ImDrawList* self);                                                                                            // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. For multi-threaded rendering, consider using `imgui_threaded_rendering` from https://github.com/ocornut/imgui_club instead.
// Advanced: Channels
// - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives)
// - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end)
// - This API shouldn't have been in ImDrawList in the first place!
//   Prefer using your own persistent instance of ImDrawListSplitter as you can stack them.
//   Using the ImDrawList::ChannelsXXXX you cannot stack a split over another.
CIMGUI_API void        ImDrawList_ChannelsSplit(ImDrawList* self, int count);
CIMGUI_API void        ImDrawList_ChannelsMerge(ImDrawList* self);
CIMGUI_API void        ImDrawList_ChannelsSetCurrent(ImDrawList* self, int n);
// Advanced: Primitives allocations
// - We render triangles (three vertices)
// - All primitives needs to be reserved via PrimReserve() beforehand.
CIMGUI_API void        ImDrawList_PrimReserve(ImDrawList* self, int idx_count, int vtx_count);
CIMGUI_API void        ImDrawList_PrimUnreserve(ImDrawList* self, int idx_count, int vtx_count);
CIMGUI_API void        ImDrawList_PrimRect(ImDrawList* self, ImVec2 a, ImVec2 b, ImU32 col);                                                                      // Axis aligned rectangle (composed of two triangles)
CIMGUI_API void        ImDrawList_PrimRectUV(ImDrawList* self, ImVec2 a, ImVec2 b, ImVec2 uv_a, ImVec2 uv_b, ImU32 col);
CIMGUI_API void        ImDrawList_PrimQuadUV(ImDrawList* self, ImVec2 a, ImVec2 b, ImVec2 c, ImVec2 d, ImVec2 uv_a, ImVec2 uv_b, ImVec2 uv_c, ImVec2 uv_d, ImU32 col);
CIMGUI_API void        ImDrawList_PrimWriteVtx(ImDrawList* self, ImVec2 pos, ImVec2 uv, ImU32 col);
CIMGUI_API void        ImDrawList_PrimWriteIdx(ImDrawList* self, ImDrawIdx idx);
CIMGUI_API void        ImDrawList_PrimVtx(ImDrawList* self, ImVec2 pos, ImVec2 uv, ImU32 col);                                                                    // Write vertex with unique index
// Obsolete names
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
CIMGUI_API void ImDrawList_PushTextureID(ImDrawList* self, ImTextureRef tex_ref);  // RENAMED in 1.92.0
CIMGUI_API void ImDrawList_PopTextureID(ImDrawList* self);                         // RENAMED in 1.92.0
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// [Internal helpers]
CIMGUI_API void        ImDrawList__SetDrawListSharedData(ImDrawList* self, ImDrawListSharedData* data);
CIMGUI_API void        ImDrawList__ResetForNewFrame(ImDrawList* self);
CIMGUI_API void        ImDrawList__ClearFreeMemory(ImDrawList* self);
CIMGUI_API void        ImDrawList__PopUnusedDrawCmd(ImDrawList* self);
CIMGUI_API void        ImDrawList__TryMergeDrawCmds(ImDrawList* self);
CIMGUI_API void        ImDrawList__OnChangedClipRect(ImDrawList* self);
CIMGUI_API void        ImDrawList__OnChangedTexture(ImDrawList* self);
CIMGUI_API void        ImDrawList__OnChangedVtxOffset(ImDrawList* self);
CIMGUI_API void        ImDrawList__SetTexture(ImDrawList* self, ImTextureRef tex_ref);
CIMGUI_API int         ImDrawList__CalcCircleAutoSegmentCount(const ImDrawList* self, float radius);
CIMGUI_API void        ImDrawList__PathArcToFastEx(ImDrawList* self, ImVec2 center, float radius, int a_min_sample, int a_max_sample, int a_step);
CIMGUI_API void        ImDrawList__PathArcToN(ImDrawList* self, ImVec2 center, float radius, float a_min, float a_max, int num_segments);

// All draw data to render a Dear ImGui frame
// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose,
// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList)
struct ImDrawData_t
{
    bool                       Valid;             // Only valid after Render() is called and before the next NewFrame() is called.
    int                        CmdListsCount;     // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render.
    int                        TotalIdxCount;     // For convenience, sum of all ImDrawList's IdxBuffer.Size
    int                        TotalVtxCount;     // For convenience, sum of all ImDrawList's VtxBuffer.Size
    ImVector_ImDrawListPtr     CmdLists;          // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.
    ImVec2                     DisplayPos;        // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)
    ImVec2                     DisplaySize;       // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)
    ImVec2                     FramebufferScale;  // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display.
    ImGuiViewport*             OwnerViewport;     // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not).
    ImVector_ImTextureDataPtr* Textures;          // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures.
};
CIMGUI_API void ImDrawData_Clear(ImDrawData* self);
CIMGUI_API void ImDrawData_AddDrawList(ImDrawData* self, ImDrawList* draw_list);  // Helper to add an external draw list into an existing ImDrawData.
CIMGUI_API void ImDrawData_DeIndexAllBuffers(ImDrawData* self);                   // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
CIMGUI_API void ImDrawData_ScaleClipRects(ImDrawData* self, ImVec2 fb_scale);     // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.

//-----------------------------------------------------------------------------
// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData)
//-----------------------------------------------------------------------------
// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'.
// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID.
// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM.
//-----------------------------------------------------------------------------

#undef Status // X11 headers are leaking this.                                                                         // We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension.
// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems.
typedef enum
{
    ImTextureFormat_RGBA32,  // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
    ImTextureFormat_Alpha8,  // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight
} ImTextureFormat;

// Status of a texture to communicate with Renderer Backend.
typedef enum
{
    ImTextureStatus_OK,
    ImTextureStatus_Destroyed,    // Backend destroyed the texture.
    ImTextureStatus_WantCreate,   // Requesting backend to create the texture. Set status OK when done.
    ImTextureStatus_WantUpdates,  // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done.
    ImTextureStatus_WantDestroy,  // Requesting backend to destroy the texture. Set status to Destroyed when done.
} ImTextureStatus;

// Coordinates of a rectangle within a texture.
// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system.
// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box.
struct ImTextureRect_t
{
    unsigned short x, y;  // Upper-left coordinates of rectangle to update
    unsigned short w, h;  // Size of rectangle to update (in pixels)
};

// Specs and pixel storage for a texture used by Dear ImGui.
// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this.
// Renderer Backends will create a GPU-side version of this.
// Why does we store two identifiers: TexID and BackendUserData?
// - ImTextureID    TexID           = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData.
// - void*          BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
struct ImTextureData_t
{
    //------------------------------------------ core / backend ---------------------------------------
    int                    UniqueID;              // w    -   // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
    ImTextureStatus        Status;                // rw   rw  // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
    void*                  BackendUserData;       // -    rw  // Convenience storage for backend. Some backends may have enough with TexID.
    ImTextureID            TexID;                 // r    w   // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
    ImTextureFormat        Format;                // w    r   // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
    int                    Width;                 // w    r   // Texture width
    int                    Height;                // w    r   // Texture height
    int                    BytesPerPixel;         // w    r   // 4 or 1
    unsigned char*         Pixels;                // w    r   // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
    ImTextureRect          UsedRect;              // w    r   // Bounding box encompassing all past and queued Updates[].
    ImTextureRect          UpdateRect;            // w    r   // Bounding box encompassing all queued Updates[].
    ImVector_ImTextureRect Updates;               // w    r   // Array of individual updates.
    int                    UnusedFrames;          // w    r   // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
    unsigned short         RefCount;              // w    r   // Number of contexts using this texture. Used during backend shutdown.
    bool                   UseColors;             // w    r   // Tell whether our texture data is known to use colors (rather than just white + alpha).
    bool                   WantDestroyNextFrame;  // rw   -   // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
};
CIMGUI_API void         ImTextureData_Create(ImTextureData* self, ImTextureFormat format, int w, int h);
CIMGUI_API void         ImTextureData_DestroyPixels(ImTextureData* self);
CIMGUI_API void*        ImTextureData_GetPixels(ImTextureData* self);
CIMGUI_API void*        ImTextureData_GetPixelsAt(ImTextureData* self, int x, int y);
CIMGUI_API int          ImTextureData_GetSizeInBytes(const ImTextureData* self);
CIMGUI_API int          ImTextureData_GetPitch(const ImTextureData* self);
CIMGUI_API ImTextureRef ImTextureData_GetTexRef(ImTextureData* self);
CIMGUI_API ImTextureID  ImTextureData_GetTexID(const ImTextureData* self);
// Called by Renderer backend
// - Call SetTexID() and SetStatus() after honoring texture requests. Never modify TexID and Status directly!
// - A backend may decide to destroy a texture that we did not request to destroy, which is fine (e.g. freeing resources), but we immediately set the texture back in _WantCreate mode.
CIMGUI_API void         ImTextureData_SetTexID(ImTextureData* self, ImTextureID tex_id);
CIMGUI_API void         ImTextureData_SetStatus(ImTextureData* self, ImTextureStatus status);

//-----------------------------------------------------------------------------
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
//-----------------------------------------------------------------------------

// A font input/source (we may rename this to ImFontSource in the future)
struct ImFontConfig_t
{
    // Data Source
    char                Name[40];              // <auto>   // Name (strictly to ease debugging, hence limited size buffer)
    void*               FontData;              //          // TTF/OTF data
    int                 FontDataSize;          //          // TTF/OTF data size
    bool                FontDataOwnedByAtlas;  // true     // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself).

    // Options
    bool                MergeMode;             // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
    bool                PixelSnapH;            // false    // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
    bool                PixelSnapV;            // true     // Align Scaled GlyphOffset.y to pixel boundaries.
    ImS8                OversampleH;           // 0 (2)    // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
    ImS8                OversampleV;           // 0 (1)    // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis.
    ImWchar             EllipsisChar;          // 0        // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
    float               SizePixels;            //          // Size in pixels for rasterizer (more or less maps to the resulting font height).
    const ImWchar*      GlyphRanges;           // NULL     // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).
    const ImWchar*      GlyphExcludeRanges;    // NULL     // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges.
    //ImVec2        GlyphExtraSpacing;      // 0, 0     // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now.
    ImVec2              GlyphOffset;           // 0, 0     // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value.
    float               GlyphMinAdvanceX;      // 0        // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value.
    float               GlyphMaxAdvanceX;      // FLT_MAX  // Maximum AdvanceX for glyphs
    float               GlyphExtraAdvanceX;    // 0        // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled
    ImU32               FontNo;                // 0        // Index of font within TTF/OTF file
    unsigned int        FontLoaderFlags;       // 0        // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
    //unsigned int  FontBuilderFlags;       // --       // [Renamed in 1.92] Ue FontLoaderFlags.
    float               RasterizerMultiply;    // 1.0f     // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future.
    float               RasterizerDensity;     // 1.0f     // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered.

    // [Internal]
    ImFontFlags         Flags;                 // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates)
    ImFont*             DstFont;               // Target font (as we merging fonts, multiple ImFontConfig may target the same font)
    const ImFontLoader* FontLoader;            // Custom font backend for this source (default source is the one stored in ImFontAtlas)
    void*               FontLoaderData;        // Font loader opaque storage (per font config)
};

// Hold rendering data for one glyph.
// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this)
struct ImFontGlyph_t
{
    unsigned int Colored : 1;     // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops)
    unsigned int Visible : 1;     // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering.
    unsigned int SourceIdx : 4;   // Index of source in parent font
    unsigned int Codepoint : 26;  // 0x0000..0x10FFFF
    float        AdvanceX;        // Horizontal distance to advance cursor/layout position.
    float        X0, Y0, X1, Y1;  // Glyph corners. Offsets from current cursor/layout position.
    float        U0, V0, U1, V1;  // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId.
    int          PackId;          // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?)
};

// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges().
// This is essentially a tightly packed of vector of 64k booleans = 8KB storage.
struct ImFontGlyphRangesBuilder_t
{
    ImVector_ImU32 UsedChars;  // Store 1-bit per Unicode code point (0=unused, 1=used)
};
CIMGUI_API void ImFontGlyphRangesBuilder_Clear(ImFontGlyphRangesBuilder* self);
CIMGUI_API bool ImFontGlyphRangesBuilder_GetBit(const ImFontGlyphRangesBuilder* self, size_t n);                                        // Get bit n in the array
CIMGUI_API void ImFontGlyphRangesBuilder_SetBit(ImFontGlyphRangesBuilder* self, size_t n);                                              // Set bit n in the array
CIMGUI_API void ImFontGlyphRangesBuilder_AddChar(ImFontGlyphRangesBuilder* self, ImWchar c);                                            // Add character
CIMGUI_API void ImFontGlyphRangesBuilder_AddText(ImFontGlyphRangesBuilder* self, const char* text, const char* text_end /* = NULL */);  // Add string (each character of the UTF-8 string are added)
CIMGUI_API void ImFontGlyphRangesBuilder_AddRanges(ImFontGlyphRangesBuilder* self, const ImWchar* ranges);                              // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
CIMGUI_API void ImFontGlyphRangesBuilder_BuildRanges(ImFontGlyphRangesBuilder* self, ImVector_ImWchar* out_ranges);                     // Output new ranges (ImVector_Construct()/ImVector_Destruct() can be used to safely construct out_ranges)

// An opaque identifier to a rectangle in the atlas. -1 when invalid.
// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it.
typedef int ImFontAtlasRectId;
#define ImFontAtlasRectId_Invalid -1

// Output of ImFontAtlas::GetCustomRect() when using custom rectangles.
// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef
// (this is in theory derived from ImTextureRect but we use separate structures for reasons)
struct ImFontAtlasRect_t
{
    unsigned short x, y;      // Position (in current texture)
    unsigned short w, h;      // Size
    ImVec2         uv0, uv1;  // UV coordinates (in current texture)
};

// Flags for ImFontAtlas build
typedef enum
{
    ImFontAtlasFlags_None               = 0,
    ImFontAtlasFlags_NoPowerOfTwoHeight = 1<<0,  // Don't round the height to next power of two
    ImFontAtlasFlags_NoMouseCursors     = 1<<1,  // Don't build software mouse cursors into the atlas (save a little texture memory)
    ImFontAtlasFlags_NoBakedLines       = 1<<2,  // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
} ImFontAtlasFlags_;

// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
//  - One or more fonts.
//  - Custom graphics data needed to render the shapes needed by Dear ImGui.
//  - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas).
//  - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you.
// It is the rendering backend responsibility to upload texture into your graphics API:
//  - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance.
//  - Backend then set ImTextureData's TexID and BackendUserData.
//  - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details.
// Legacy path:
//  - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
//  - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
// Common pitfalls:
// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the
//   atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data.
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
//   You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
struct ImFontAtlas_t
{
    //-------------------------------------------
    // Glyph Ranges
    //-------------------------------------------

    //-------------------------------------------
    // [ALPHA] Custom Rectangles/Glyphs API
    //-------------------------------------------

    //-------------------------------------------
    // Members
    //-------------------------------------------

    // Input
    ImFontAtlasFlags          Flags;                                          // Build flags (see ImFontAtlasFlags_)
    ImTextureFormat           TexDesiredFormat;                               // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8).
    int                       TexGlyphPadding;                                // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
    int                       TexMinWidth;                                    // Minimum desired texture width. Must be a power of two. Default to 512.
    int                       TexMinHeight;                                   // Minimum desired texture height. Must be a power of two. Default to 128.
    int                       TexMaxWidth;                                    // Maximum desired texture width. Must be a power of two. Default to 8192.
    int                       TexMaxHeight;                                   // Maximum desired texture height. Must be a power of two. Default to 8192.
    void*                     UserData;                                       // Store your own atlas related user-data (if e.g. you have multiple font atlas).

    // Output
    // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame.
    // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef.
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImTextureRef              TexRef;                                         // Latest texture identifier == TexData->GetTexRef().
#else
    union                     // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0.
    {
        ImTextureRef TexRef;
        ImTextureRef TexID;
    };
#endif // #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    ImTextureData*            TexData;                                        // Latest texture.

    // [Internal]
    ImVector_ImTextureDataPtr TexList;                                        // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead!
    bool                      Locked;                                         // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert.
    bool                      RendererHasTextures;                            // Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context.
    bool                      TexIsBuilt;                                     // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call.
    bool                      TexPixelsUseColors;                             // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process.
    ImVec2                    TexUvScale;                                     // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created.
    ImVec2                    TexUvWhitePixel;                                // Texture coordinates to a white pixel. May change as new texture gets created.
    ImVector_ImFontPtr        Fonts;                                          // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
    ImVector_ImFontConfig     Sources;                                        // Source/configuration data
    ImVec4                    TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX+1];  // UVs for baked anti-aliased lines
    int                       TexNextUniqueID;                                // Next value to be stored in TexData->UniqueID
    int                       FontNextUniqueID;                               // Next value to be stored in ImFont->FontID
    ImVector_ImDrawListSharedDataPtr DrawListSharedDatas;                     // List of users for this atlas. Typically one per Dear ImGui context.
    ImFontAtlasBuilder*       Builder;                                        // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding.
    const ImFontLoader*       FontLoader;                                     // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime.
    const char*               FontLoaderName;                                 // Font loader name (for display e.g. in About box) == FontLoader->Name
    void*                     FontLoaderData;                                 // Font backend opaque storage
    unsigned int              FontLoaderFlags;                                // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig).
    int                       RefCount;                                       // Number of contexts using this atlas
    ImGuiContext*             OwnerContext;                                   // Context which own the atlas will be in charge of updating and destroying it.

    // [Obsolete]
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader.
    ImFontAtlasRect           TempRect;                                       // For old GetCustomRectByIndex() API
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    //unsigned int                      FontBuilderFlags;        // OBSOLETED in 1.92.0: Renamed to FontLoaderFlags.
    //int                               TexDesiredWidth;         // OBSOLETED in 1.92.0: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
    //typedef ImFontAtlasRect           ImFontAtlasCustomRect;   // OBSOLETED in 1.92.0
    //typedef ImFontAtlasCustomRect     CustomRect;              // OBSOLETED in 1.72+
    //typedef ImFontGlyphRangesBuilder  GlyphRangesBuilder;      // OBSOLETED in 1.67+
};
CIMGUI_API ImFont*           ImFontAtlas_AddFont(ImFontAtlas* self, const ImFontConfig* font_cfg);
CIMGUI_API ImFont*           ImFontAtlas_AddFontDefault(ImFontAtlas* self, const ImFontConfig* font_cfg /* = NULL */);
CIMGUI_API ImFont*           ImFontAtlas_AddFontFromFileTTF(ImFontAtlas* self, const char* filename, float size_pixels /* = 0.0f */, const ImFontConfig* font_cfg /* = NULL */, const ImWchar* glyph_ranges /* = NULL */);
CIMGUI_API ImFont*           ImFontAtlas_AddFontFromMemoryTTF(ImFontAtlas* self, void* font_data, int font_data_size, float size_pixels /* = 0.0f */, const ImFontConfig* font_cfg /* = NULL */, const ImWchar* glyph_ranges /* = NULL */); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
CIMGUI_API ImFont*           ImFontAtlas_AddFontFromMemoryCompressedTTF(ImFontAtlas* self, const void* compressed_font_data, int compressed_font_data_size, float size_pixels /* = 0.0f */, const ImFontConfig* font_cfg /* = NULL */, const ImWchar* glyph_ranges /* = NULL */); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
CIMGUI_API ImFont*           ImFontAtlas_AddFontFromMemoryCompressedBase85TTF(ImFontAtlas* self, const char* compressed_font_data_base85, float size_pixels /* = 0.0f */, const ImFontConfig* font_cfg /* = NULL */, const ImWchar* glyph_ranges /* = NULL */); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
CIMGUI_API void              ImFontAtlas_RemoveFont(ImFontAtlas* self, ImFont* font);
CIMGUI_API void              ImFontAtlas_Clear(ImFontAtlas* self);                                                                      // Clear everything (input fonts, output glyphs/textures).
CIMGUI_API void              ImFontAtlas_CompactCache(ImFontAtlas* self);                                                               // Compact cached glyphs and texture.
CIMGUI_API void              ImFontAtlas_SetFontLoader(ImFontAtlas* self, const ImFontLoader* font_loader);                             // Change font loader at runtime.
// As we are transitioning toward a new font system, we expect to obsolete those soon:
CIMGUI_API void              ImFontAtlas_ClearInputData(ImFontAtlas* self);                                                             // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
CIMGUI_API void              ImFontAtlas_ClearFonts(ImFontAtlas* self);                                                                 // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates).
CIMGUI_API void              ImFontAtlas_ClearTexData(ImFontAtlas* self);                                                               // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy path for build atlas + retrieving pixel data.
// - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
// - The pitch is always = Width * BytesPerPixels (1 or 4)
// - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into
//   the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste).
// - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures:
//   - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed.
//   - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation.
CIMGUI_API bool ImFontAtlas_Build(ImFontAtlas* self);                                  // Build pixels data. This is called automatically for you by the GetTexData*** functions.
CIMGUI_API void ImFontAtlas_GetTexDataAsAlpha8(ImFontAtlas* self, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel /* = NULL */); // 1 byte per-pixel
CIMGUI_API void ImFontAtlas_GetTexDataAsRGBA32(ImFontAtlas* self, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel /* = NULL */); // 4 bytes-per-pixel
CIMGUI_API void ImFontAtlas_SetTexID(ImFontAtlas* self, ImTextureID id);               // Called by legacy backends. May be called before texture creation.
CIMGUI_API void ImFontAtlas_SetTexIDImTextureRef(ImFontAtlas* self, ImTextureRef id);  // Called by legacy backends.
CIMGUI_API bool ImFontAtlas_IsBuilt(const ImFontAtlas* self);                          // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent..
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures!
CIMGUI_API const ImWchar*    ImFontAtlas_GetGlyphRangesDefault(ImFontAtlas* self);                                                      // Basic Latin, Extended Latin
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// NB: Make sure that your string are UTF-8 and NOT in your local code page.
// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesGreek(ImFontAtlas* self);                    // Default + Greek and Coptic
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesKorean(ImFontAtlas* self);                   // Default + Korean characters
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesJapanese(ImFontAtlas* self);                 // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseFull(ImFontAtlas* self);              // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesChineseSimplifiedCommon(ImFontAtlas* self);  // Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesCyrillic(ImFontAtlas* self);                 // Default + about 400 Cyrillic characters
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesThai(ImFontAtlas* self);                     // Default + Thai characters
CIMGUI_API const ImWchar* ImFontAtlas_GetGlyphRangesVietnamese(ImFontAtlas* self);               // Default + Vietnamese characters
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Register and retrieve custom rectangles
// - You can request arbitrary rectangles to be packed into the atlas, for your own purpose.
// - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call)
// - You can render your pixels into the texture right after calling the AddCustomRect() functions.
// - VERY IMPORTANT:
//   - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions.
//   - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect().
//   - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time.
// - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format.
// - Read docs/FONTS.md for more details about using colorful icons.
// - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings.
// - (Pre-1.92 names) ------------> (1.92 names)
//   - GetCustomRectByIndex()   --> Use GetCustomRect()
//   - CalcCustomRectUV()       --> Use GetCustomRect() and read uv0, uv1 fields.
//   - AddCustomRectRegular()   --> Renamed to AddCustomRect()
//   - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig
//   - ImFontAtlasCustomRect    --> Renamed to ImFontAtlasRect
CIMGUI_API ImFontAtlasRectId ImFontAtlas_AddCustomRect(ImFontAtlas* self, int width, int height, ImFontAtlasRect* out_r /* = NULL */);  // Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error.
CIMGUI_API void              ImFontAtlas_RemoveCustomRect(ImFontAtlas* self, ImFontAtlasRectId id);                                     // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected.
CIMGUI_API bool              ImFontAtlas_GetCustomRect(const ImFontAtlas* self, ImFontAtlasRectId id, ImFontAtlasRect* out_r);          // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)!
// [Obsolete]
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
CIMGUI_API ImFontAtlasRectId      ImFontAtlas_AddCustomRectRegular(ImFontAtlas* self, int w, int h);                                                                                          // RENAMED in 1.92.0
CIMGUI_API const ImFontAtlasRect* ImFontAtlas_GetCustomRectByIndex(ImFontAtlas* self, ImFontAtlasRectId id);                                                                                  // OBSOLETED in 1.92.0
CIMGUI_API void                   ImFontAtlas_CalcCustomRectUV(const ImFontAtlas* self, const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max);                                    // OBSOLETED in 1.92.0
CIMGUI_API ImFontAtlasRectId      ImFontAtlas_AddCustomRectFontGlyph(ImFontAtlas* self, ImFont* font, ImWchar codepoint, int w, int h, float advance_x, ImVec2 offset /* = ImVec2(0, 0) */);  // OBSOLETED in 1.92.0: Use custom ImFontLoader in ImFontConfig
CIMGUI_API ImFontAtlasRectId      ImFontAtlas_AddCustomRectFontGlyphForSize(ImFontAtlas* self, ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, ImVec2 offset /* = ImVec2(0, 0) */); // ADDED AND OBSOLETED in 1.92.0
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS

// Font runtime data for a given size
// Important: pointers to ImFontBaked are only valid for the current frame.
struct ImFontBaked_t
{
    // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize)
    ImVector_float       IndexAdvanceX;             // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI).
    float                FallbackAdvanceX;          // 4     // out // FindGlyph(FallbackChar)->AdvanceX
    float                Size;                      // 4     // in  // Height of characters/line, set during loading (doesn't change after loading)
    float                RasterizerDensity;         // 4     // in  // Density this is baked at

    // [Internal] Members: Hot ~28/36 bytes (for RenderText loop)
    ImVector_ImU16       IndexLookup;               // 12-16 // out // Sparse. Index glyphs by Unicode code-point.
    ImVector_ImFontGlyph Glyphs;                    // 12-16 // out // All glyphs.
    int                  FallbackGlyphIndex;        // 4     // out // Index of FontFallbackChar

    // [Internal] Members: Cold
    float                Ascent, Descent;           // 4+4   // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled)
    unsigned int         MetricsTotalSurface : 26;  // 3  // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
    unsigned int         WantDestroy : 1;           // 0  //     // Queued for destroy
    unsigned int         LoadNoFallback : 1;        // 0  //     // Disable loading fallback in lower-level calls.
    unsigned int         LoadNoRenderOnLayout : 1;  // 0  //     // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantagous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.
    int                  LastUsedFrame;             // 4  //     // Record of that time this was bounds
    ImGuiID              BakedId;                   // 4     //     // Unique ID for this baked storage
    ImFont*              OwnerFont;                 // 4-8   // in  // Parent font
    void*                FontLoaderDatas;           // 4-8   //     // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader.
};
CIMGUI_API void         ImFontBaked_ClearOutputData(ImFontBaked* self);
CIMGUI_API ImFontGlyph* ImFontBaked_FindGlyph(ImFontBaked* self, ImWchar c);            // Return U+FFFD glyph if requested glyph doesn't exists.
CIMGUI_API ImFontGlyph* ImFontBaked_FindGlyphNoFallback(ImFontBaked* self, ImWchar c);  // Return NULL if glyph doesn't exist
CIMGUI_API float        ImFontBaked_GetCharAdvance(ImFontBaked* self, ImWchar c);
CIMGUI_API bool         ImFontBaked_IsGlyphLoaded(ImFontBaked* self, ImWchar c);

// Font flags
// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use)
typedef enum
{
    ImFontFlags_None           = 0,
    ImFontFlags_NoLoadError    = 1<<1,  // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value.
    ImFontFlags_NoLoadGlyphs   = 1<<2,  // [Internal] Disable loading new glyphs.
    ImFontFlags_LockBakedSizes = 1<<3,  // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display.
} ImFontFlags_;

// Font runtime data and rendering
// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually.
// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size.
// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size.
// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize).
struct ImFont_t
{
    // [Internal] Members: Hot ~12-20 bytes
    ImFontBaked*             LastBaked;                                             // 4-8   // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked().
    ImFontAtlas*             OwnerAtlas;                                            // 4-8   // What we have been loaded into.
    ImFontFlags              Flags;                                                 // 4     // Font flags.
    float                    CurrentRasterizerDensity;                              // Current rasterizer density. This is a varying state of the font.

    // [Internal] Members: Cold ~24-52 bytes
    // Conceptually Sources[] is the list of font sources merged to create this font.
    ImGuiID                  FontId;                                                // Unique identifier for the font
    float                    LegacySize;                                            // 4     // in  // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size).
    ImVector_ImFontConfigPtr Sources;                                               // 16    // in  // List of sources. Pointers within OwnerAtlas->Sources[]
    ImWchar                  EllipsisChar;                                          // 2-4   // out // Character used for ellipsis rendering ('...').
    ImWchar                  FallbackChar;                                          // 2-4   // out // Character used if a glyph isn't found (U+FFFD, '?')
    ImU8                     Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX +1)/8192/8];  // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
    bool                     EllipsisAutoBake;                                      // 1     //     // Mark when the "..." glyph needs to be generated.
    ImGuiStorage             RemapPairs;                                            // 16    //     // Remapping pairs when using AddRemapChar(), otherwise empty.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    float                    Scale;                                                 // 4     // in  // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
};
CIMGUI_API bool         ImFont_IsGlyphInFont(ImFont* self, ImWchar c);
CIMGUI_API bool         ImFont_IsLoaded(const ImFont* self);
CIMGUI_API const char*  ImFont_GetDebugName(const ImFont* self);                                                                                                         // Fill ImFontConfig::Name.
// [Internal] Don't use!
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
CIMGUI_API ImFontBaked* ImFont_GetFontBaked(ImFont* self, float font_size, float density /* = -1.0f */);                                                                 // Get or create baked data for given size
CIMGUI_API ImVec2       ImFont_CalcTextSizeA(ImFont* self, float size, float max_width, float wrap_width, const char* text_begin, const char* text_end /* = NULL */, const char** out_remaining /* = NULL */);
CIMGUI_API const char*  ImFont_CalcWordWrapPosition(ImFont* self, float size, const char* text, const char* text_end, float wrap_width);
CIMGUI_API void         ImFont_RenderChar(ImFont* self, ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip /* = NULL */);
CIMGUI_API void         ImFont_RenderText(ImFont* self, ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImVec4 clip_rect, const char* text_begin, const char* text_end, float wrap_width /* = 0.0f */, ImDrawTextFlags flags /* = 0 */);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
CIMGUI_API const char* ImFont_CalcWordWrapPositionA(ImFont* self, float scale, const char* text, const char* text_end, float wrap_width);
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// [Internal] Don't use!
CIMGUI_API void         ImFont_ClearOutputData(ImFont* self);
CIMGUI_API void         ImFont_AddRemapChar(ImFont* self, ImWchar from_codepoint, ImWchar to_codepoint);                                                                 // Makes 'from_codepoint' character points to 'to_codepoint' glyph.
CIMGUI_API bool         ImFont_IsGlyphRangeUnused(ImFont* self, unsigned int c_begin, unsigned int c_last);

//-----------------------------------------------------------------------------
// [SECTION] Viewports
//-----------------------------------------------------------------------------

// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
typedef enum
{
    ImGuiViewportFlags_None                = 0,
    ImGuiViewportFlags_IsPlatformWindow    = 1<<0,   // Represent a Platform Window
    ImGuiViewportFlags_IsPlatformMonitor   = 1<<1,   // Represent a Platform Monitor (unused yet)
    ImGuiViewportFlags_OwnedByApp          = 1<<2,   // Platform Window: Is created/managed by the user application? (rather than our backend)
    ImGuiViewportFlags_NoDecoration        = 1<<3,   // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips)
    ImGuiViewportFlags_NoTaskBarIcon       = 1<<4,   // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set)
    ImGuiViewportFlags_NoFocusOnAppearing  = 1<<5,   // Platform Window: Don't take focus when created.
    ImGuiViewportFlags_NoFocusOnClick      = 1<<6,   // Platform Window: Don't take focus when clicked on.
    ImGuiViewportFlags_NoInputs            = 1<<7,   // Platform Window: Make mouse pass through so we can drag this window while peaking behind it.
    ImGuiViewportFlags_NoRendererClear     = 1<<8,   // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely).
    ImGuiViewportFlags_NoAutoMerge         = 1<<9,   // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!).
    ImGuiViewportFlags_TopMost             = 1<<10,  // Platform Window: Display on top (for tooltips only).
    ImGuiViewportFlags_CanHostOtherWindows = 1<<11,  // Viewport can host multiple imgui windows (secondary viewports are associated to a single window). // FIXME: In practice there's still probably code making the assumption that this is always and only on the MainViewport. Will fix once we add support for "no main viewport".

    // Output status flags (from Platform)
    ImGuiViewportFlags_IsMinimized         = 1<<12,  // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport.
    ImGuiViewportFlags_IsFocused           = 1<<13,  // Platform Window: Window is focused (last call to Platform_GetWindowFocus() returned true)
} ImGuiViewportFlags_;

// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.
// - With multi-viewport enabled, we extend this concept to have multiple active viewports.
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
// - About Main Area vs Work Area:
//   - Main Area = entire viewport.
//   - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor).
//   - Windows are generally trying to stay within the Work Area of their host viewport.
struct ImGuiViewport_t
{
    ImGuiID            ID;                     // Unique identifier for the viewport
    ImGuiViewportFlags Flags;                  // See ImGuiViewportFlags_
    ImVec2             Pos;                    // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates)
    ImVec2             Size;                   // Main Area: Size of the viewport.
    ImVec2             FramebufferScale;       // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density.
    ImVec2             WorkPos;                // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
    ImVec2             WorkSize;               // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
    float              DpiScale;               // 1.0f = 96 DPI = No extra scale.
    ImGuiID            ParentViewportId;       // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows.
    ImGuiViewport*     ParentViewport;         // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent.
    ImDrawData*        DrawData;               // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame().

    // Platform/Backend Dependent Data
    // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others.
    // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled
    // by the same system and you may not need to use all the UserData/Handle fields.
    // The library never uses those fields, they are merely storage to facilitate backend implementation.
    void*              RendererUserData;       // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function.
    void*              PlatformUserData;       // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function.
    void*              PlatformHandle;         // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle().
    void*              PlatformHandleRaw;      // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms).
    bool               PlatformWindowCreated;  // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created.
    bool               PlatformRequestMove;    // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position)
    bool               PlatformRequestResize;  // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size)
    bool               PlatformRequestClose;   // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4)
};
// Helpers
CIMGUI_API ImVec2 ImGuiViewport_GetCenter(const ImGuiViewport* self);
CIMGUI_API ImVec2 ImGuiViewport_GetWorkCenter(const ImGuiViewport* self);

//-----------------------------------------------------------------------------
// [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData)
//-----------------------------------------------------------------------------

// [BETA] (Optional) Multi-Viewport Support!
// If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now.
//
// This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport.
// This is achieved by creating new Platform/OS windows on the fly, and rendering into them.
// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports.
//
// See Recap:   https://github.com/ocornut/imgui/wiki/Multi-Viewports
// See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
//
// About the coordinates system:
// - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!)
// - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor!
// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position.
//
// Steps to use multi-viewports in your application, when using a default backend from the examples/ folder:
// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend:      The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame.
// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
// - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// Steps to use multi-viewports in your application, when using a custom backend:
// - Important:    THIS IS NOT EASY TO DO and comes with many subtleties not described here!
//                 It's also an experimental feature, so some of the requirements may evolve.
//                 Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details.
// - Application:  Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// - Backend:      Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below).
//                 Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'.
//                 Update ImGuiPlatformIO's Monitors list every frame.
//                 Update MousePos every frame, in absolute coordinates.
// - Application:  In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render().
//                 You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below.
// - Application:  Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls.
//
// About ImGui::RenderPlatformWindowsDefault():
// - This function is a mostly a _helper_ for the common-most cases, and to facilitate using default backends.
// - You can check its simple source code to understand what it does.
//   It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available:
//     Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers()
//   Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault().
// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.),
//   you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg.
//   You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers,
//   or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface.
//-----------------------------------------------------------------------------

// Access via ImGui::GetPlatformIO()
struct ImGuiPlatformIO_t
{
    //------------------------------------------------------------------
    // Input - Interface with OS and Platform backend (most common stuff)
    //------------------------------------------------------------------

    // Optional: Access OS clipboard
    // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
    const char* (*Platform_GetClipboardTextFn)(ImGuiContext* ctx);
    void (*Platform_SetClipboardTextFn)(ImGuiContext* ctx, const char* text);
    void*                                                               Platform_ClipboardUserData;

    // Optional: Open link/folder/file in OS Shell
    // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true)
    bool (*Platform_OpenInShellFn)(ImGuiContext* ctx, const char* path);
    void*                                                               Platform_OpenInShellUserData;

    // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
    // (default to use native imm32 api on Windows)
    void (*Platform_SetImeDataFn)(ImGuiContext* ctx, ImGuiViewport* viewport, ImGuiPlatformImeData* data);
    void*                                                               Platform_ImeUserData;
    //void      (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); // [Renamed to platform_io.PlatformSetImeDataFn in 1.91.1]

    // Optional: Platform locale
    // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point
    ImWchar                                                             Platform_LocaleDecimalPoint;  // '.'

    //------------------------------------------------------------------
    // Input - Interface with Renderer Backend
    //------------------------------------------------------------------

    // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known.
    int                                                                 Renderer_TextureMaxWidth;
    int                                                                 Renderer_TextureMaxHeight;

    // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure.
    void*                                                               Renderer_RenderState;

    //------------------------------------------------------------------
    // Input - Interface with Platform & Renderer backends for Multi-Viewport support
    //------------------------------------------------------------------

    // For reference, the second column shows which function are generally calling the Platform Functions:
    //   N = ImGui::NewFrame()                        ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position)
    //   F = ImGui::Begin(), ImGui::EndFrame()        ~ during the dear imgui frame
    //   U = ImGui::UpdatePlatformWindows()           ~ after the dear imgui frame: create and update all platform/OS windows
    //   R = ImGui::RenderPlatformWindowsDefault()    ~ render
    //   D = ImGui::DestroyPlatformWindows()          ~ shutdown
    // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it.

    // The handlers are designed so we can mix and match two imgui_impl_xxxx files, one Platform backend and one Renderer backend.
    // Custom engine backends will often provide both Platform and Renderer interfaces together and so may not need to use all functions.
    // Platform functions are typically called _before_ their Renderer counterpart, apart from Destroy which are called the other way.

    // Platform Backend functions (e.g. Win32, GLFW, SDL) ------------------- Called by -----
    void (*Platform_CreateWindow)(ImGuiViewport* vp);                                                 // . . U . .  // Create a new platform window for the given viewport
    void (*Platform_DestroyWindow)(ImGuiViewport* vp);                                                // N . U . D  //
    void (*Platform_ShowWindow)(ImGuiViewport* vp);                                                   // . . U . .  // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window
    void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos);                                     // . . U . .  // Set platform window position (given the upper-left corner of client area)
    ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp);                                               // N . . . .  // (Use ImGuiPlatformIO_SetPlatform_GetWindowPos() to set this from C, otherwise you will likely encounter stack corruption)
    void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);                                   // . . U . .  // Set platform window client area size (ignoring OS decorations such as OS title bar etc.)
    ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp);                                              // N . . . .  // Get platform window client area size (Use ImGuiPlatformIO_SetPlatform_GetWindowSize() to set this from C, otherwise you will likely encounter stack corruption)
    ImVec2 (*Platform_GetWindowFramebufferScale)(ImGuiViewport* vp);                                  // N . . . .  // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES. (Use ImGuiPlatformIO_SetPlatform_GetWindowFramebufferScale() to set this from C, otherwise you will likely encounter stack corruption)
    void (*Platform_SetWindowFocus)(ImGuiViewport* vp);                                               // N . . . .  // Move window to front and set input focus
    bool (*Platform_GetWindowFocus)(ImGuiViewport* vp);                                               // . . U . .  //
    bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp);                                           // N . . . .  // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily
    void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str);                              // . . U . .  // Set platform window title (given an UTF-8 string)
    void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha);                                  // . . U . .  // (Optional) Setup global transparency (not per-pixel transparency)
    void (*Platform_UpdateWindow)(ImGuiViewport* vp);                                                 // . . U . .  // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame.
    void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg);                               // . . . R .  // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
    void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg);                                // . . . R .  // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault().
    float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp);                                           // N . . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI.
    void (*Platform_OnChangedViewport)(ImGuiViewport* vp);                                            // . F . . .  // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style.
    ImVec4 (*Platform_GetWindowWorkAreaInsets)(ImGuiViewport* vp);                                    // N . . . .  // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. (Use ImGuiPlatformIO_SetPlatform_GetWindowWorkAreaInsets() to set this from C, otherwise you will likely encounter stack corruption)
    int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both).

    // Renderer Backend functions (e.g. DirectX, OpenGL, Vulkan) ------------ Called by -----
    void (*Renderer_CreateWindow)(ImGuiViewport* vp);                                                 // . . U . .  // Create swap chain, frame buffers etc. (called after Platform_CreateWindow)
    void (*Renderer_DestroyWindow)(ImGuiViewport* vp);                                                // N . U . D  // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow)
    void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size);                                   // . . U . .  // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize)
    void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg);                               // . . . R .  // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault().
    void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg);                                // . . . R .  // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault().

    // (Optional) Monitor list
    // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration.
    // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors.
    ImVector_ImGuiPlatformMonitor                                       Monitors;

    //------------------------------------------------------------------
    // Output
    //------------------------------------------------------------------

    // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
    // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown.
    ImVector_ImTextureDataPtr                                           Textures;                     // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this.

    // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render)
    // (in the future we will attempt to organize this feature to remove the need for a "main viewport")
    ImVector_ImGuiViewportPtr                                           Viewports;                    // Main viewports, followed by all secondary viewports.

    //------------------------------------------------------------------
    // Functions
    //------------------------------------------------------------------
};
CIMGUI_API void ImGuiPlatformIO_ClearPlatformHandlers(ImGuiPlatformIO* self);  // Clear all Platform_XXX fields. Typically called on Platform Backend shutdown.
CIMGUI_API void ImGuiPlatformIO_ClearRendererHandlers(ImGuiPlatformIO* self);  // Clear all Renderer_XXX fields. Typically called on Renderer Backend shutdown.

// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI.
// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors.
struct ImGuiPlatformMonitor_t
{
    ImVec2 MainPos, MainSize;  // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right)
    ImVec2 WorkPos, WorkSize;  // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize.
    float  DpiScale;           // 1.0f = 96 DPI
    void*  PlatformHandle;     // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*)
};

// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame().
struct ImGuiPlatformImeData_t
{
    bool    WantVisible;      // A widget wants the IME to be visible.
    bool    WantTextInput;    // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput.
    ImVec2  InputPos;         // Position of input cursor (for IME).
    float   InputLineHeight;  // Line height (for IME).
    ImGuiID ViewportId;       // ID of platform window/viewport.
};

//-----------------------------------------------------------------------------
// [SECTION] Obsolete functions and types
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
//-----------------------------------------------------------------------------

#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// OBSOLETED in 1.92.0 (from June 2025)
CIMGUI_API void   ImGui_PushFont(ImFont* font);
CIMGUI_API void   ImGui_SetWindowFontScale(float scale);                                                    // Set font scale factor for current window. Prefer using PushFont(NULL, style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows.
// OBSOLETED in 1.91.9 (from February 2025)
CIMGUI_API void   ImGui_ImageImVec4(ImTextureRef tex_ref, ImVec2 image_size, ImVec2 uv0, ImVec2 uv1, ImVec4 tint_col, ImVec4 border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead.
// OBSOLETED in 1.91.0 (from July 2024)
CIMGUI_API void   ImGui_PushButtonRepeat(bool repeat);
CIMGUI_API void   ImGui_PopButtonRepeat(void);
CIMGUI_API void   ImGui_PushTabStop(bool tab_stop);
CIMGUI_API void   ImGui_PopTabStop(void);
CIMGUI_API ImVec2 ImGui_GetContentRegionMax(void);                                                          // Content boundaries max (e.g. window boundaries including scrolling, or current column boundaries). You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
CIMGUI_API ImVec2 ImGui_GetWindowContentRegionMin(void);                                                    // Content boundaries min for the window (roughly (0,0)-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
CIMGUI_API ImVec2 ImGui_GetWindowContentRegionMax(void);                                                    // Content boundaries max for the window (roughly (0,0)+Size-Scroll), in window-local coordinates. You should never need this. Always use GetCursorScreenPos() and GetContentRegionAvail()!
// OBSOLETED in 1.90.0 (from September 2023)
CIMGUI_API bool   ImGui_BeginChildFrame(ImGuiID id, ImVec2 size, ImGuiWindowFlags window_flags /* = 0 */);
CIMGUI_API void   ImGui_EndChildFrame(void);
//inline bool       BeginChild(const char* str_id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Borders
//inline bool       BeginChild(ImGuiID id, const ImVec2& size_arg, bool borders, ImGuiWindowFlags window_flags)        { return BeginChild(id, size_arg, borders ? ImGuiChildFlags_Borders : ImGuiChildFlags_None, window_flags);     } // Unnecessary as true == ImGuiChildFlags_Borders
CIMGUI_API void   ImGui_ShowStackToolWindow(bool* p_open /* = NULL */);
CIMGUI_API bool   ImGui_ComboObsolete(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items /* = -1 */);
CIMGUI_API bool   ImGui_ListBoxObsolete(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items /* = -1 */);

// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
// OBSOLETED in 1.89.7 (from June 2023)
//IMGUI_API void      SetItemAllowOverlap();                                                      // Use SetNextItemAllowOverlap() _before_ item.
//-- OBSOLETED in 1.89.4 (from March 2023)
//static inline void  PushAllowKeyboardFocus(bool tab_stop)                                       { PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); }
//static inline void  PopAllowKeyboardFocus()                                                     { PopItemFlag(); }
//-- OBSOLETED in 1.89 (from August 2022)
//IMGUI_API bool      ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // --> Use new ImageButton() signature (explicit item id, regular FramePadding). Refer to code in 1.91 if you want to grab a copy of this version.
//-- OBSOLETED in 1.88 (from May 2022)
//static inline void  CaptureKeyboardFromApp(bool want_capture_keyboard = true)                   { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
//static inline void  CaptureMouseFromApp(bool want_capture_mouse = true)                         { SetNextFrameWantCaptureMouse(want_capture_mouse); }       // Renamed as name was misleading + removed default value.
//-- OBSOLETED in 1.87 (from February 2022, more formally obsoleted April 2024)
//IMGUI_API ImGuiKey  GetKeyIndex(ImGuiKey key);                                                  { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); const ImGuiKeyData* key_data = GetKeyData(key); return (ImGuiKey)(key_data - g.IO.KeysData); } // Map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]. When using a 1.87+ backend using io.AddKeyEvent(), calling GetKeyIndex() with ANY ImGuiKey_XXXX values will return the same value!
//static inline ImGuiKey GetKeyIndex(ImGuiKey key)                                                { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END); return key; }
//-- OBSOLETED in 1.86 (from November 2021)
//IMGUI_API void      CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper.
//-- OBSOLETED in 1.85 (from August 2021)
//static inline float GetWindowContentRegionWidth()                                               { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
//-- OBSOLETED in 1.81 (from February 2021)
//static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0))         { return BeginListBox(label, size); }
//static inline bool  ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items
//static inline void  ListBoxFooter()                                                             { EndListBox(); }
//-- OBSOLETED in 1.79 (from August 2020)
//static inline void  OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1)    { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
//-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
//IMGUI_API bool      DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f)                                                            // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool      DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                          // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool      SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                                                        // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool      SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                                       // OBSOLETED in 1.78 (from June 2020)
//static inline bool  DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f)    { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }     // OBSOLETED in 1.78 (from June 2020)
//static inline bool  DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool  DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool  DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool  SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f)                 { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }            // OBSOLETED in 1.78 (from June 2020)
//static inline bool  SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
//static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
//static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)
//-- OBSOLETED in 1.77 and before
//static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
//static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }   // OBSOLETED in 1.72 (from July 2019)
//static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }                       // OBSOLETED in 1.71 (from June 2019)
//static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }                               // OBSOLETED in 1.70 (from May 2019)
//static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }                                 // OBSOLETED in 1.69 (from Mar 2019)
//static inline void  SetScrollHere(float ratio = 0.5f)     { SetScrollHereY(ratio); }                                          // OBSOLETED in 1.66 (from Nov 2018)
//static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }                            // OBSOLETED in 1.63 (from Aug 2018)
//-- OBSOLETED in 1.60 and before
//static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }            // OBSOLETED in 1.60 (from Apr 2018)
//static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
//static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }                                        // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool  IsRootWindowFocused()                 { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); }           // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }  // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }                      // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }                             // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//IMGUI_API bool      Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
//static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }  // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }                                      // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline void  SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }               // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool  IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; }                                     // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
//static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }       // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//-- OBSOLETED in 1.50 and before
//static inline bool  CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
//static inline ImFont*GetWindowFont()                      { return GetFont(); }                                               // OBSOLETED in 1.48
//static inline float GetWindowFontSize()                   { return GetFontSize(); }                                           // OBSOLETED in 1.48
//static inline void  SetScrollPosHere()                    { SetScrollHere(); }                                                // OBSOLETED in 1.42

//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect
// - ImFontAtlasCustomRect::X,Y          --> ImTextureRect::x,y
// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h
// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph()
// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api.
typedef ImFontAtlasRect ImFontAtlasCustomRect;
/*struct ImFontAtlasCustomRect
{
    unsigned short  X, Y;           // Output   // Packed position in Atlas
    unsigned short  Width, Height;  // Input    // [Internal] Desired rectangle dimension
    unsigned int    GlyphID:31;     // Input    // [Internal] For custom font glyphs only (ID < 0x110000)
    unsigned int    GlyphColored:1; // Input    // [Internal] For custom font glyphs only: glyph is colored, removed tinting.
    float           GlyphAdvanceX;  // Input    // [Internal] For custom font glyphs only: glyph xadvance
    ImVec2          GlyphOffset;    // Input    // [Internal] For custom font glyphs only: glyph display offset
    ImFont*         Font;           // Input    // [Internal] For custom font glyphs only: target font
    ImFontAtlasCustomRect()         { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
    bool IsPacked() const           { return X != 0xFFFF; }
};*/

//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
//typedef ImDrawFlags ImDrawCornerFlags;
//enum ImDrawCornerFlags_
//{
//    ImDrawCornerFlags_None      = ImDrawFlags_RoundCornersNone,         // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit
//    ImDrawCornerFlags_TopLeft   = ImDrawFlags_RoundCornersTopLeft,      // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally).
//    ImDrawCornerFlags_TopRight  = ImDrawFlags_RoundCornersTopRight,     // Was == 0x02 (1 << 1) prior to 1.82.
//    ImDrawCornerFlags_BotLeft   = ImDrawFlags_RoundCornersBottomLeft,   // Was == 0x04 (1 << 2) prior to 1.82.
//    ImDrawCornerFlags_BotRight  = ImDrawFlags_RoundCornersBottomRight,  // Was == 0x08 (1 << 3) prior to 1.82.
//    ImDrawCornerFlags_All       = ImDrawFlags_RoundCornersAll,          // Was == 0x0F prior to 1.82
//    ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
//    ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
//    ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
//    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
//};

// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obsolescence schedule to reduce confusion and because they were not meant to be used in the first place.
//typedef ImGuiKeyChord ImGuiModFlags;      // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", so you may store mods in there.
//enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };

#define IM_OFFSETOF(_TYPE,_MEMBER)  offsetof(_TYPE, _MEMBER)     // OBSOLETED IN 1.90 (now using C++11 standard version)
#endif// #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
#ifdef IMGUI_DISABLE_METRICS_WINDOW
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
#endif // #ifdef IMGUI_DISABLE_METRICS_WINDOW
//-----------------------------------------------------------------------------

#if defined(__clang__)
#pragma clang diagnostic pop
#else
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif // #if defined(__GNUC__)
#endif // #if defined(__clang__)
#ifdef _MSC_VER
#pragma warning (pop)
#endif // #ifdef _MSC_VER
// Include imgui_user.h at the end of imgui.h
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
#ifdef IMGUI_USER_H_FILENAME
#include IMGUI_USER_H_FILENAME
#else
#include "imgui_user.h"
#endif // #ifdef IMGUI_USER_H_FILENAME
#endif // #ifdef IMGUI_INCLUDE_IMGUI_USER_H
#endif// #ifndef IMGUI_DISABLE
#ifdef __cplusplus
} // End of extern "C" block
#endif
