summaryrefslogtreecommitdiff
path: root/dependencies/include/imgui
diff options
context:
space:
mode:
Diffstat (limited to 'dependencies/include/imgui')
-rw-r--r--dependencies/include/imgui/imconfig.h125
-rw-r--r--dependencies/include/imgui/imgui.h3296
-rw-r--r--dependencies/include/imgui/imgui_impl_opengl3.h56
-rw-r--r--dependencies/include/imgui/imgui_impl_opengl3_loader.h786
-rw-r--r--dependencies/include/imgui/imgui_impl_sdl.h38
-rw-r--r--dependencies/include/imgui/imgui_internal.h3285
-rw-r--r--dependencies/include/imgui/imstb_rectpack.h627
-rw-r--r--dependencies/include/imgui/imstb_textedit.h1447
-rw-r--r--dependencies/include/imgui/imstb_truetype.h5085
9 files changed, 14745 insertions, 0 deletions
diff --git a/dependencies/include/imgui/imconfig.h b/dependencies/include/imgui/imconfig.h
new file mode 100644
index 0000000..e3dc27f
--- /dev/null
+++ b/dependencies/include/imgui/imconfig.h
@@ -0,0 +1,125 @@
+//-----------------------------------------------------------------------------
+// COMPILE-TIME OPTIONS FOR DEAR IMGUI
+// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
+// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
+//-----------------------------------------------------------------------------
+// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
+// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
+//-----------------------------------------------------------------------------
+// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
+// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
+// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
+// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using.
+//-----------------------------------------------------------------------------
+
+#pragma once
+
+//---- Define assertion handler. Defaults to calling assert().
+// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
+//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
+//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
+
+//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
+// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
+// 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.
+//#define IMGUI_API __declspec( dllexport )
+//#define IMGUI_API __declspec( dllimport )
+
+//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names.
+//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
+
+//---- Disable all of Dear ImGui or don't implement standard windows/tools.
+// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
+//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
+//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
+//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).
+
+//---- Don't implement some functions to reduce linkage requirements.
+//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
+//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
+//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
+//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime).
+//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
+//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
+//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
+//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
+//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
+//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
+//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
+
+//---- Include imgui_user.h at the end of imgui.h as a convenience
+//#define IMGUI_INCLUDE_IMGUI_USER_H
+
+//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another)
+//#define IMGUI_USE_BGRA_PACKED_COLOR
+
+//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
+//#define IMGUI_USE_WCHAR32
+
+//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
+// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
+//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
+//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
+//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled
+//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
+//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
+
+//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
+// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
+//#define IMGUI_USE_STB_SPRINTF
+
+//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
+// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
+// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
+//#define IMGUI_ENABLE_FREETYPE
+
+//---- Use stb_truetype to build and rasterize the font atlas (default)
+// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
+//#define IMGUI_ENABLE_STB_TRUETYPE
+
+//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
+// This will be inlined as part of ImVec2 and ImVec4 class declarations.
+/*
+#define IM_VEC2_CLASS_EXTRA \
+ constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
+ operator MyVec2() const { return MyVec2(x,y); }
+
+#define IM_VEC4_CLASS_EXTRA \
+ constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
+ operator MyVec4() const { return MyVec4(x,y,z,w); }
+*/
+
+//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
+// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
+// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
+// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
+//#define ImDrawIdx unsigned int
+
+//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
+//struct ImDrawList;
+//struct ImDrawCmd;
+//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
+//#define ImDrawCallback MyImDrawCallback
+
+//---- Debug Tools: Macro to break in Debugger
+// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
+//#define IM_DEBUG_BREAK IM_ASSERT(0)
+//#define IM_DEBUG_BREAK __debugbreak()
+
+//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
+// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
+// This adds a small runtime cost which is why it is not enabled by default.
+//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
+
+//---- Debug Tools: Enable slower asserts
+//#define IMGUI_DEBUG_PARANOID
+
+//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files.
+/*
+namespace ImGui
+{
+ void MyFunction(const char* name, const MyMatrix44& v);
+}
+*/
diff --git a/dependencies/include/imgui/imgui.h b/dependencies/include/imgui/imgui.h
new file mode 100644
index 0000000..0160c70
--- /dev/null
+++ b/dependencies/include/imgui/imgui.h
@@ -0,0 +1,3296 @@
+// dear imgui, v1.89 WIP
+// (headers)
+
+// Help:
+// - Read FAQ at http://dearimgui.org/faq
+// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.
+// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
+// Read imgui.cpp for details, links and comments.
+
+// Resources:
+// - FAQ http://dearimgui.org/faq
+// - Homepage & latest https://github.com/ocornut/imgui
+// - Releases & changelog https://github.com/ocornut/imgui/releases
+// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!)
+// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
+// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
+// - Issues & support https://github.com/ocornut/imgui/issues
+
+// Getting Started?
+// - For first-time users having issues compiling/linking/running or issues loading fonts:
+// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
+
+/*
+
+Index of this file:
+// [SECTION] Header mess
+// [SECTION] Forward declarations and basic types
+// [SECTION] Dear ImGui end-user API functions
+// [SECTION] Flags & Enumerations
+// [SECTION] Helpers: Memory allocations macros, ImVector<>
+// [SECTION] ImGuiStyle
+// [SECTION] ImGuiIO
+// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)
+// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)
+// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
+// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
+// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
+// [SECTION] Platform Dependent Interfaces (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiPlatformImeData)
+// [SECTION] Obsolete functions and types
+
+*/
+
+#pragma once
+
+// 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
+#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
+#include "imconfig.h"
+#endif
+
+#ifndef IMGUI_DISABLE
+
+//-----------------------------------------------------------------------------
+// [SECTION] Header mess
+//-----------------------------------------------------------------------------
+
+// Includes
+#include <float.h> // FLT_MIN, FLT_MAX
+#include <stdarg.h> // va_list, va_start, va_end
+#include <stddef.h> // ptrdiff_t, NULL
+#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
+
+// Version
+// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
+#define IMGUI_VERSION "1.89 WIP"
+#define IMGUI_VERSION_NUM 18804
+#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
+#define IMGUI_HAS_TABLE
+#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
+#define IMGUI_HAS_DOCK // Docking WIP branch
+
+// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
+// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h)
+// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API)
+#ifndef IMGUI_API
+#define IMGUI_API
+#endif
+#ifndef IMGUI_IMPL_API
+#define IMGUI_IMPL_API IMGUI_API
+#endif
+
+// Helper Macros
+#ifndef IM_ASSERT
+#include <assert.h>
+#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h
+#endif
+#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_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11
+
+// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
+#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)))
+#elif !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
+
+// 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
+
+// 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
+#if defined(__clang__)
+#pragma clang diagnostic push
+#pragma clang diagnostic ignored "-Wold-style-cast"
+#if __has_warning("-Wzero-as-null-pointer-constant")
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
+#endif
+#elif defined(__GNUC__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Forward declarations and basic types
+//-----------------------------------------------------------------------------
+
+// Forward declarations
+struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit()
+struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback)
+struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix.
+struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder)
+struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
+struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back.
+struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
+struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
+struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader
+struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType).
+struct ImFontConfig; // Configuration data when adding a font or merging fonts
+struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset)
+struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data
+struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using)
+struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
+struct ImGuiIO; // Main configuration and I/O between your application and ImGui
+struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
+struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
+struct ImGuiListClipper; // Helper to manually clip large list of items
+struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
+struct ImGuiPayload; // User data payload for drag and drop operations
+struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render
+struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors
+struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
+struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
+struct ImGuiStorage; // Helper for key->value storage
+struct ImGuiStyle; // Runtime data for styling/colors
+struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more)
+struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table
+struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder)
+struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]")
+struct 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
+struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info)
+
+// Enums/Flags (declared as int for compatibility with old C++, 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 IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
+// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
+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 ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
+typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier
+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 identifier
+typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
+typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
+typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
+typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions
+typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance
+typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build
+typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags
+typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton()
+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 ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
+typedef int ImGuiModFlags; // -> enum ImGuiModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
+typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
+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()
+
+// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type]
+// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file.
+// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details.
+#ifndef ImTextureID
+typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that)
+#endif
+
+// 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
+
+// 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
+
+// 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 short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings.
+typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings.
+#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16]
+typedef ImWchar32 ImWchar;
+#else
+typedef ImWchar16 ImWchar;
+#endif
+
+// 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.
+IM_MSVC_RUNTIME_CHECKS_OFF
+struct ImVec2
+{
+ float x, y;
+ constexpr ImVec2() : x(0.0f), y(0.0f) { }
+ constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
+ float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
+ float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine.
+#ifdef IM_VEC2_CLASS_EXTRA
+ IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
+#endif
+};
+
+// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
+struct ImVec4
+{
+ float x, y, z, w;
+ constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
+ constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
+#ifdef IM_VEC4_CLASS_EXTRA
+ IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
+#endif
+};
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+//-----------------------------------------------------------------------------
+// [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!)
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+ // 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.
+ IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
+ IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context
+ IMGUI_API ImGuiContext* GetCurrentContext();
+ IMGUI_API void SetCurrentContext(ImGuiContext* ctx);
+
+ // Main
+ IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
+ IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame!
+ IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame().
+ IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all!
+ IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData().
+ IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render.
+
+ // Demo, Debug, Information
+ IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
+ IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
+ IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
+ IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
+ IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
+ IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
+ IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
+ IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
+ IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
+ IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
+
+ // Styles
+ IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default)
+ IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font
+ IMGUI_API void 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, this is inconsistent with most other functions such as BeginMenu/EndMenu,
+ // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
+ // returned true. 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".
+ IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
+ IMGUI_API void End();
+
+ // 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.
+ // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
+ // - 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, this is inconsistent with most other functions such as BeginMenu/EndMenu,
+ // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function
+ // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.]
+ IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
+ IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0);
+ IMGUI_API void EndChild();
+
+ // Windows Utilities
+ // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into.
+ IMGUI_API bool IsWindowAppearing();
+ IMGUI_API bool IsWindowCollapsed();
+ IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
+ IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
+ IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
+ IMGUI_API float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport.
+ IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
+ IMGUI_API ImVec2 GetWindowSize(); // get current window size
+ IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
+ IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y)
+ IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window.
+
+ // Window manipulation
+ // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin).
+ IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
+ IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
+ IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints.
+ IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
+ IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
+ IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
+ IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
+ IMGUI_API void SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport
+ IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
+ IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
+ IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
+ IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus().
+ IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes().
+ IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position.
+ IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
+ IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state
+ IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus.
+
+ // Content region
+ // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful.
+ // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion)
+ IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
+ IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
+ IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
+ IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
+
+ // Windows Scrolling
+ IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
+ IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
+ IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
+ IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()]
+ IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x
+ IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y
+ IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
+ IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
+ IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
+ IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position.
+
+ // Parameters stacks (shared)
+ IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
+ IMGUI_API void PopFont();
+ IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame().
+ IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
+ IMGUI_API void PopStyleColor(int count = 1);
+ IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame().
+ IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame().
+ IMGUI_API void PopStyleVar(int count = 1);
+ IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
+ IMGUI_API void PopAllowKeyboardFocus();
+ IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
+ IMGUI_API void PopButtonRepeat();
+
+ // Parameters stacks (current window)
+ IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side).
+ IMGUI_API void PopItemWidth();
+ IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side)
+ IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions.
+ IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
+ IMGUI_API void PopTextWrapPos();
+
+ // Style read access
+ // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)
+ IMGUI_API ImFont* GetFont(); // get current font
+ IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
+ IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
+ IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList
+ IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
+ IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList
+ IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
+
+ // Cursor / Layout
+ // - 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.
+ // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API:
+ // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos()
+ // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions.
+ IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
+ IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates.
+ IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context.
+ IMGUI_API void Spacing(); // add vertical spacing.
+ IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
+ IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
+ IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0
+ IMGUI_API void BeginGroup(); // lock horizontal starting position
+ IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
+ IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position)
+ IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc.
+ IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList::
+ IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system.
+ IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.)
+ IMGUI_API void SetCursorPosY(float local_y); //
+ IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates
+ IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode.
+ IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates
+ IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
+ IMGUI_API float GetTextLineHeight(); // ~ FontSize
+ IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
+ IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2
+ IMGUI_API float GetFrameHeightWithSpacing(); // ~ 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.org/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.
+ IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string).
+ IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string).
+ IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer).
+ IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer).
+ IMGUI_API void PopID(); // pop from the ID stack.
+ IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
+ IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end);
+ IMGUI_API ImGuiID GetID(const void* ptr_id);
+
+ // Widgets: Text
+ IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
+ IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text
+ IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1);
+ IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
+ IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
+ IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
+ IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1);
+ IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
+ IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1);
+ IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
+ IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2);
+ IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text()
+ IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1);
+
+ // 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.
+ IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button
+ IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
+ IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
+ IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
+ IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
+ IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
+ IMGUI_API bool Checkbox(const char* label, bool* v);
+ IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
+ IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
+ IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
+ IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer
+ IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL);
+ IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses
+
+ // Widgets: Combo Box
+ // - 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.
+ IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
+ IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true!
+ IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1);
+ IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0"
+ IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
+
+ // 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 functions, note that a 'float v[X]' function argument is the same as 'float* v',
+ // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
+ // - 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 gamepad/keyboard 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 takes 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
+ IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
+ IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
+ IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
+ IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0);
+
+ // 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 takes 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
+ IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
+ IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
+ IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
+ IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0);
+ IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0);
+
+ // Widgets: Input with Keyboard
+ // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp.
+ // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc.
+ IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
+ IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
+ IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
+ IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
+ IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0);
+
+ // 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
+ IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
+ IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
+ IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
+ IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
+ IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
+ IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
+
+ // 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.
+ IMGUI_API bool TreeNode(const char* label);
+ IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
+ IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // "
+ IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
+ IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
+ IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
+ IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
+ IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
+ IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
+ IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
+ IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
+ IMGUI_API void TreePush(const void* ptr_id = NULL); // "
+ IMGUI_API void TreePop(); // ~ Unindent()+PopId()
+ IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
+ IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
+ IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header.
+ IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state.
+
+ // 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.
+ IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
+ IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper.
+
+ // Widgets: List Boxes
+ // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes.
+ // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items.
+ // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created.
+ // - 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
+ IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region
+ IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true!
+ IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
+ IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
+
+ // Widgets: Data Plotting
+ // - Consider using ImPlot (https://github.com/epezent/implot) which is much better!
+ IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
+ IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
+ IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
+ IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
+
+ // Widgets: Value() Helpers.
+ // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
+ IMGUI_API void Value(const char* prefix, bool b);
+ IMGUI_API void Value(const char* prefix, int v);
+ IMGUI_API void Value(const char* prefix, unsigned int v);
+ IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL);
+
+ // 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.
+ IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
+ IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true!
+ IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar.
+ IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
+ IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true!
+ IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true!
+ IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated.
+ IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL
+
+ // Tooltips
+ // - Tooltip are windows following the mouse. They do not take focus away.
+ IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
+ IMGUI_API void EndTooltip();
+ IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip().
+ IMGUI_API void SetTooltipV(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.
+
+ // Popups: begin/end functions
+ // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window.
+ // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar.
+ IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
+ IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
+ IMGUI_API void EndPopup(); // 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
+ IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
+ IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
+ IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
+ IMGUI_API void CloseCurrentPopup(); // 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.
+ IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
+ IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
+ IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
+
+ // 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.
+ IMGUI_API bool 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 columns 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()
+ IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f);
+ IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true!
+ IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row.
+ IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible.
+ IMGUI_API bool 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.
+ IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0);
+ IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled.
+ IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu
+ IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used)
+
+ // 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.
+ IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
+ IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
+ IMGUI_API int TableGetColumnIndex(); // return current column index.
+ IMGUI_API int TableGetRowIndex(); // return current row index.
+ IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column.
+ IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column.
+ IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody)
+ IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details.
+
+ // Legacy Columns API (prefer using Tables!)
+ // - You can also use SameLine(pos_x) to mimic simplified columns.
+ IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true);
+ IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished
+ IMGUI_API int GetColumnIndex(); // get current column index
+ IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column
+ IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column
+ IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
+ IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
+ IMGUI_API int GetColumnsCount();
+
+ // Tab Bars, Tabs
+ // Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved.
+ IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
+ IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
+ IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
+ IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true!
+ IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar.
+ IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name.
+
+ // Docking
+ // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.
+ // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking!
+ // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking/undocking.
+ // - 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/undocking.
+ // About dockspaces:
+ // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details.
+ // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport.
+ // This is often used with ImGuiDockNodeFlags_PassthruCentralNode.
+ // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame!
+ // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked.
+ // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly.
+ IMGUI_API ImGuiID DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
+ IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL);
+ IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id
+ IMGUI_API void 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)
+ IMGUI_API ImGuiID GetWindowDockID();
+ IMGUI_API bool IsWindowDocked(); // 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.
+ IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout)
+ IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file
+ IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard
+ IMGUI_API void LogFinish(); // stop logging (close file, etc.)
+ IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
+ IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed)
+ IMGUI_API void 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.
+ IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource()
+ IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
+ IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
+ IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
+ IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
+ IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
+ IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
+
+ // 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)
+ // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
+ IMGUI_API void BeginDisabled(bool disabled = true);
+ IMGUI_API void EndDisabled();
+
+ // Clipping
+ // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only.
+ IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
+ IMGUI_API void PopClipRect();
+
+ // Focus, Activation
+ // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item"
+ IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window.
+ IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
+
+ // 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.
+ IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
+ IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
+ IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
+ IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
+ IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
+ IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
+ IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
+ IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
+ IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
+ IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
+ IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
+ IMGUI_API bool IsAnyItemActive(); // is any item active?
+ IMGUI_API bool IsAnyItemFocused(); // is any item focused?
+ IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
+ IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
+ IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
+ IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
+
+ // 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.
+ IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
+
+ // Background/Foreground Draw Lists
+ IMGUI_API ImDrawList* GetBackgroundDrawList(); // get background draw list for the 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.
+ IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
+ IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
+ IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
+
+ // Miscellaneous Utilities
+ IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
+ IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
+ IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
+ IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
+ IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
+ IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
+ IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
+ IMGUI_API ImGuiStorage* GetStateStorage();
+ IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
+ IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)
+
+ // Text Utilities
+ IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
+
+ // Color Utilities
+ IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in);
+ IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in);
+ IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
+ IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
+
+ // Inputs Utilities: Keyboard
+ // Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support)
+ // - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[].
+ // With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward)
+ // - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices
+ // - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined)
+ IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
+ IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
+ IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
+ IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
+ IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
+ IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
+
+ // 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')
+ IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
+ IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
+ IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
+ IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
+ IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
+ IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
+ IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
+ IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
+ IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
+ IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
+ IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
+ IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
+ IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
+ IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
+ IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
+ IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
+
+ // Clipboard Utilities
+ // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
+ IMGUI_API const char* GetClipboardText();
+ IMGUI_API void 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).
+ IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
+ IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
+ IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext).
+ IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.
+
+ // Debug Utilities
+ IMGUI_API void DebugTextEncoding(const char* text);
+ IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
+
+ // 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.
+ IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL);
+ IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data);
+ IMGUI_API void* MemAlloc(size_t size);
+ IMGUI_API void 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.
+ IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list.
+ IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport.
+ IMGUI_API void 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.
+ IMGUI_API void DestroyPlatformWindows(); // 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().
+ IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends.
+ IMGUI_API ImGuiViewport* 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.)
+
+} // namespace ImGui
+
+//-----------------------------------------------------------------------------
+// [SECTION] Flags & Enumerations
+//-----------------------------------------------------------------------------
+
+// Flags for ImGui::Begin()
+enum ImGuiWindowFlags_
+{
+ 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_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
+ ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window
+ ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
+ ImGuiWindowFlags_UnsavedDocument = 1 << 20, // 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 << 21, // 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_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
+ 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_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame()
+};
+
+// Flags for ImGui::InputText()
+enum ImGuiInputTextFlags_
+{
+ ImGuiInputTextFlags_None = 0,
+ ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
+ ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
+ ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
+ ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
+ ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
+ ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function.
+ ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling)
+ ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling)
+ ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer.
+ ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard.
+ ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
+ ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter).
+ ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
+ ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode
+ ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
+ ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
+ 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().
+ ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
+ ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
+ ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
+
+ // Obsolete names (will be removed soon)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
+#endif
+};
+
+// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()
+enum ImGuiTreeNodeFlags_
+{
+ ImGuiTreeNodeFlags_None = 0,
+ ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
+ ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
+ ImGuiTreeNodeFlags_AllowItemOverlap = 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, // Need double-click to open node
+ ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
+ 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
+ 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().
+ ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
+ ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
+ ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
+ //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
+ ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
+};
+
+// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
+// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, 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 another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
+// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
+enum ImGuiPopupFlags_
+{
+ 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_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
+ ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
+ ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
+ ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
+ ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
+};
+
+// Flags for ImGui::Selectable()
+enum ImGuiSelectableFlags_
+{
+ ImGuiSelectableFlags_None = 0,
+ ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
+ ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (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_AllowItemOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
+};
+
+// Flags for ImGui::BeginCombo()
+enum ImGuiComboFlags_
+{
+ 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_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
+};
+
+// Flags for ImGui::BeginTabBar()
+enum ImGuiTabBarFlags_
+{
+ 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 can still repro this behavior 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_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
+ ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
+ ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
+ ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
+};
+
+// Flags for ImGui::BeginTabItem()
+enum ImGuiTabItemFlags_
+{
+ ImGuiTabItemFlags_None = 0,
+ ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + 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.
+ 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 can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
+ ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/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)
+};
+
+// 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 an 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.
+enum ImGuiTableFlags_
+{
+ // 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 appears in Headers). -> May move to style
+ ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
+ // 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 outer-most padding. Generally desirable if you have headers.
+ ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most 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 create 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).
+
+ // [Internal] Combinations and masks
+ ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
+
+ // Obsolete names (will be removed soon)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12
+ //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01
+#endif
+};
+
+// Flags for ImGui::TableSetupColumn()
+enum ImGuiTableColumnFlags_
+{
+ // 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 not submit label for this column. Convenient for some small columns. Name will still appear in context menu.
+ 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.
+
+ // 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)
+
+ // Obsolete names (will be removed soon)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents.
+#endif
+};
+
+// Flags for ImGui::TableNextRow()
+enum ImGuiTableRowFlags_
+{
+ ImGuiTableRowFlags_None = 0,
+ ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
+};
+
+// 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 changes 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.
+enum ImGuiTableBgTarget_
+{
+ 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)
+};
+
+// Flags for ImGui::IsWindowFocused()
+enum ImGuiFocusedFlags_
+{
+ 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,
+};
+
+// 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.
+enum ImGuiHoveredFlags_
+{
+ 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_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
+ ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled
+ ImGuiHoveredFlags_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse.
+ ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
+ ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
+};
+
+// 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.
+enum ImGuiDockNodeFlags_
+{
+ ImGuiDockNodeFlags_None = 0,
+ ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked.
+ //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty)
+ ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty.
+ ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // 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_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved.
+ ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces.
+ ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6, // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node.
+};
+
+// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
+enum ImGuiDragDropFlags_
+{
+ ImGuiDragDropFlags_None = 0,
+ // BeginDragDropSource() flags
+ ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
+ ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
+ 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_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged)
+ // 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_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
+};
+
+// 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
+enum ImGuiDataType_
+{
+ 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_COUNT
+};
+
+// A cardinal direction
+enum ImGuiDir_
+{
+ ImGuiDir_None = -1,
+ ImGuiDir_Left = 0,
+ ImGuiDir_Right = 1,
+ ImGuiDir_Up = 2,
+ ImGuiDir_Down = 3,
+ ImGuiDir_COUNT
+};
+
+// A sorting direction
+enum ImGuiSortDirection_
+{
+ ImGuiSortDirection_None = 0,
+ ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
+ ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
+};
+
+// Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87)
+// Keys value >= 512 are named keys (>= 1.87)
+enum ImGuiKey_
+{
+ // Keyboard
+ ImGuiKey_None = 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,
+ 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_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,
+
+ // Gamepad (some of those are analog values, 0.0f to 1.0f) // GAME NAVIGATION ACTION
+ // (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets)
+ ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
+ ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
+ ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
+ ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
+ ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
+ ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // 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 (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
+ ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
+ ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
+ ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
+ ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
+ ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
+ 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]
+
+ // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
+ // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
+ // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
+ // - Code polling every keys (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 ImGuiKey_ModCtrl).
+ // - 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...
+ ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper,
+
+ // End of list
+ ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
+
+ // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.
+ // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
+ ImGuiKey_NamedKey_BEGIN = 512,
+ ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
+ ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
+#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
+ ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
+ ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
+#else
+ ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
+ ImGuiKey_KeysData_OFFSET = 0, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
+#endif
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
+#endif
+};
+
+// Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API.
+enum ImGuiModFlags_
+{
+ ImGuiModFlags_None = 0,
+ ImGuiModFlags_Ctrl = 1 << 0,
+ ImGuiModFlags_Shift = 1 << 1,
+ ImGuiModFlags_Alt = 1 << 2, // Menu
+ ImGuiModFlags_Super = 1 << 3, // Cmd/Super/Windows key
+};
+
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
+// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
+// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
+enum ImGuiNavInput
+{
+ ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
+ ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
+ ImGuiNavInput_COUNT,
+};
+#endif
+
+// Configuration flags stored in io.ConfigFlags. Set by user/application.
+enum ImGuiConfigFlags_
+{
+ ImGuiConfigFlags_None = 0,
+ ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag.
+ ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
+ ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
+ ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
+ ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
+ 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.
+
+ // [BETA] Docking
+ ImGuiConfigFlags_DockingEnable = 1 << 6, // 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)
+ ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
+ ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.
+
+ // 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.
+};
+
+// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
+enum ImGuiBackendFlags_
+{
+ 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 ImGuiConfigFlags_NavEnableSetMousePos 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.
+
+ // [BETA] Viewports
+ ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports.
+ ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // 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_RendererHasViewports = 1 << 12, // Backend Renderer supports multiple viewports.
+};
+
+// Enumeration for PushStyleColor() / PopStyleColor()
+enum ImGuiCol_
+{
+ 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,
+ ImGuiCol_TitleBgActive,
+ ImGuiCol_TitleBgCollapsed,
+ ImGuiCol_MenuBarBg,
+ ImGuiCol_ScrollbarBg,
+ ImGuiCol_ScrollbarGrab,
+ ImGuiCol_ScrollbarGrabHovered,
+ ImGuiCol_ScrollbarGrabActive,
+ ImGuiCol_CheckMark,
+ 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_Tab, // TabItem in a TabBar
+ ImGuiCol_TabHovered,
+ ImGuiCol_TabActive,
+ ImGuiCol_TabUnfocused,
+ ImGuiCol_TabUnfocusedActive,
+ 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_TextSelectedBg,
+ ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
+ ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
+ 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
+};
+
+// 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 IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
+// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in 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.
+enum ImGuiStyleVar_
+{
+ // 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_GrabMinSize, // float GrabMinSize
+ ImGuiStyleVar_GrabRounding, // float GrabRounding
+ ImGuiStyleVar_TabRounding, // float TabRounding
+ ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
+ ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
+ ImGuiStyleVar_COUNT
+};
+
+// Flags for InvisibleButton() [extended in imgui_internal.h]
+enum ImGuiButtonFlags_
+{
+ 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
+
+ // [Internal]
+ ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
+ ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
+};
+
+// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
+enum ImGuiColorEditFlags_
+{
+ 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)
+
+ // 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_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
+ ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
+ 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_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 (will be removed)
+ // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
+};
+
+// 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.
+enum ImGuiSliderFlags_
+{
+ ImGuiSliderFlags_None = 0,
+ ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
+ 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_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.
+
+ // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
+#endif
+};
+
+// Identify a mouse button.
+// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience.
+enum ImGuiMouseButton_
+{
+ ImGuiMouseButton_Left = 0,
+ ImGuiMouseButton_Right = 1,
+ ImGuiMouseButton_Middle = 2,
+ ImGuiMouseButton_COUNT = 5
+};
+
+// 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
+enum ImGuiMouseCursor_
+{
+ 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 an 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_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
+ ImGuiMouseCursor_COUNT
+};
+
+// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), 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.
+enum ImGuiCond_
+{
+ ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
+ ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
+ 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)
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Helpers: Memory allocations macros, ImVector<>
+//-----------------------------------------------------------------------------
+
+//-----------------------------------------------------------------------------
+// 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.
+//-----------------------------------------------------------------------------
+
+struct ImNewWrapper {};
+inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; }
+inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new()
+#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE)
+#define IM_FREE(_PTR) ImGui::MemFree(_PTR)
+#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR)
+#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE
+template<typename T> void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } }
+
+//-----------------------------------------------------------------------------
+// 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
+template<typename T>
+struct ImVector
+{
+ int Size;
+ int Capacity;
+ T* Data;
+
+ // Provide standard typedefs but we don't use them ourselves.
+ typedef T value_type;
+ typedef value_type* iterator;
+ typedef const value_type* const_iterator;
+
+ // Constructors, destructor
+ inline ImVector() { Size = Capacity = 0; Data = NULL; }
+ inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
+ inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
+ inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
+
+ inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
+ inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit.
+ inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit.
+
+ inline bool empty() const { return Size == 0; }
+ inline int size() const { return Size; }
+ inline int size_in_bytes() const { return Size * (int)sizeof(T); }
+ inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); }
+ inline int capacity() const { return Capacity; }
+ inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
+ inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; }
+
+ inline T* begin() { return Data; }
+ inline const T* begin() const { return Data; }
+ inline T* end() { return Data + Size; }
+ inline const T* end() const { return Data + Size; }
+ inline T& front() { IM_ASSERT(Size > 0); return Data[0]; }
+ inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; }
+ inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; }
+ inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; }
+ inline void swap(ImVector<T>& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
+
+ inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; }
+ inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; }
+ inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
+ inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
+ inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
+ inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
+
+ // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
+ inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
+ inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
+ inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
+ inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
+ inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
+ inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
+ inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
+ inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
+ inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
+ inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; }
+ inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; }
+ inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; }
+ inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; }
+};
+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
+{
+ 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).
+ ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint 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
+ 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 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 TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
+ float TabBorderSize; // Thickness of border around tabs.
+ float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
+ 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.
+ ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
+ ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
+ 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.
+ ImVec4 Colors[ImGuiCol_COUNT];
+
+ IMGUI_API ImGuiStyle();
+ IMGUI_API void ScaleAllSizes(float scale_factor);
+};
+
+//-----------------------------------------------------------------------------
+// [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.
+//-----------------------------------------------------------------------------
+
+// [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
+{
+ 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
+{
+ //------------------------------------------------------------------
+ // Configuration // Default value
+ //------------------------------------------------------------------
+
+ ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard 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 (generally == GetMainViewport()->Size). May change every frame.
+ 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).
+ 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; // = 0.250f // 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.
+ void* UserData; // = NULL // Store your own data for retrieval by callbacks.
+
+ ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
+ float FontGlobalScale; // = 1.0f // Global scale all fonts
+ bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
+ ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
+ ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale.
+
+ // 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 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; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = <main_viewport>, expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows.
+
+ // Miscellaneous options
+ 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__) // 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 (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs 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.
+ float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable.
+
+ //------------------------------------------------------------------
+ // Platform Functions
+ // (the imgui_impl_xxxx backend files are setting those up for you)
+ //------------------------------------------------------------------
+
+ // 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
+
+ // 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* (*GetClipboardTextFn)(void* user_data);
+ void (*SetClipboardTextFn)(void* user_data, const char* text);
+ void* ClipboardUserData;
+
+ // 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 (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
+#else
+ void* _UnusedPadding; // Unused field to keep data structure the same size.
+#endif
+
+ //------------------------------------------------------------------
+ // Input - Call before calling NewFrame()
+ //------------------------------------------------------------------
+
+ // Input Functions
+ IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
+ IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
+ IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
+ IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
+ IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
+ IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support).
+ IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
+ IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
+ IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate
+ IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string
+
+ IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
+ IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
+ IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
+ IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
+
+ //------------------------------------------------------------------
+ // 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 ImGuiConfigFlags_NavEnableSetMousePos flag 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 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
+ int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
+ 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.
+
+ // 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().
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+ 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.
+#endif
+
+ //------------------------------------------------------------------
+ // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
+ //------------------------------------------------------------------
+
+ // 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. Others buttons allows 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.
+ float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
+ 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: Control
+ bool KeyShift; // Keyboard modifier down: Shift
+ bool KeyAlt; // Keyboard modifier down: Alt
+ bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
+
+ // Other state maintained from data above + IO function calls
+ ImGuiModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
+ ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. 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
+ 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.
+ 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()
+ ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
+ bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
+ ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
+ ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
+
+ IMGUI_API ImGuiIO();
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Misc data structures
+//-----------------------------------------------------------------------------
+
+// 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, the callback is useful mainly 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
+{
+ 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
+ // - 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]
+
+ // Helper functions for text manipulation.
+ // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection.
+ IMGUI_API ImGuiInputTextCallbackData();
+ IMGUI_API void DeleteChars(int pos, int bytes_count);
+ IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL);
+ void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; }
+ void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; }
+ bool HasSelection() const { return SelectionStart != SelectionEnd; }
+};
+
+// 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
+{
+ void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
+ 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
+{
+ 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.
+ 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?
+
+ ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; }
+};
+
+// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload()
+struct ImGuiPayload
+{
+ // 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.
+
+ ImGuiPayload() { Clear(); }
+ void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; }
+ bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; }
+ bool IsPreview() const { return Preview; }
+ bool IsDelivery() const { return Delivery; }
+};
+
+// Sorting specification for one column of a table (sizeof == 12 bytes)
+struct ImGuiTableColumnSortSpecs
+{
+ 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 : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function)
+
+ ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); }
+};
+
+// 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
+{
+ 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.
+
+ ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, 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
+
+// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
+// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
+struct ImGuiOnceUponAFrame
+{
+ ImGuiOnceUponAFrame() { RefFrame = -1; }
+ mutable int RefFrame;
+ operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
+};
+
+// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
+struct ImGuiTextFilter
+{
+ IMGUI_API ImGuiTextFilter(const char* default_filter = "");
+ IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build
+ IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const;
+ IMGUI_API void Build();
+ void Clear() { InputBuf[0] = 0; Build(); }
+ bool IsActive() const { return !Filters.empty(); }
+
+ // [Internal]
+ struct ImGuiTextRange
+ {
+ const char* b;
+ const char* e;
+
+ ImGuiTextRange() { b = e = NULL; }
+ ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; }
+ bool empty() const { return b == e; }
+ IMGUI_API void split(char separator, ImVector<ImGuiTextRange>* out) const;
+ };
+ char InputBuf[256];
+ ImVector<ImGuiTextRange>Filters;
+ int CountGrep;
+};
+
+// Helper: Growable text buffer for logging/accumulating text
+// (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder')
+struct ImGuiTextBuffer
+{
+ ImVector<char> Buf;
+ IMGUI_API static char EmptyString[1];
+
+ ImGuiTextBuffer() { }
+ inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; }
+ const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; }
+ const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator
+ int size() const { return Buf.Size ? Buf.Size - 1 : 0; }
+ bool empty() const { return Buf.Size <= 1; }
+ void clear() { Buf.clear(); }
+ void reserve(int capacity) { Buf.reserve(capacity); }
+ const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; }
+ IMGUI_API void append(const char* str, const char* str_end = NULL);
+ IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2);
+ IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2);
+};
+
+// 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
+{
+ // [Internal]
+ struct ImGuiStoragePair
+ {
+ ImGuiID key;
+ union { int val_i; float val_f; void* val_p; };
+ ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
+ ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
+ ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
+ };
+
+ 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.
+ void Clear() { Data.clear(); }
+ IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
+ IMGUI_API void SetInt(ImGuiID key, int val);
+ IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
+ IMGUI_API void SetBool(ImGuiID key, bool val);
+ IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const;
+ IMGUI_API void SetFloat(ImGuiID key, float val);
+ IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL
+ IMGUI_API void SetVoidPtr(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;
+ IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0);
+ IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false);
+ IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f);
+ IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL);
+
+ // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
+ IMGUI_API void SetAllInt(int val);
+
+ // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
+ IMGUI_API void BuildSortByKey();
+};
+
+// Helper: Manually clip large list of items.
+// If you have lots evenly spaced items and you have a 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
+{
+ 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
+ float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
+ void* TempData; // [Internal] Internal data
+
+ // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
+ // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
+ IMGUI_API ImGuiListClipper();
+ IMGUI_API ~ImGuiListClipper();
+ IMGUI_API void Begin(int items_count, float items_height = -1.0f);
+ IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
+ IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
+
+ // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility.
+ IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range.
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79]
+#endif
+};
+
+// 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.
+#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
+#endif
+#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
+{
+ ImVec4 Value;
+
+ constexpr ImColor() { }
+ constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
+ constexpr ImColor(const ImVec4& col) : Value(col) {}
+ ImColor(int r, int g, int b, int a = 255) { float sc = 1.0f / 255.0f; Value.x = (float)r * sc; Value.y = (float)g * sc; Value.z = (float)b * sc; Value.w = (float)a * sc; }
+ ImColor(ImU32 rgba) { float sc = 1.0f / 255.0f; Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; }
+ inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); }
+ inline operator ImVec4() const { return Value; }
+
+ // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers.
+ inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; }
+ static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); }
+};
+
+//-----------------------------------------------------------------------------
+// [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 (63)
+#endif
+
+// 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
+
+// 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.
+// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call).
+#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
+
+// 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/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
+struct ImDrawCmd
+{
+ ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
+ ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
+ 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 // The draw callback code can access this.
+
+ ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed
+
+ // 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)
+ inline ImTextureID GetTexID() const { return TextureId; }
+};
+
+// Vertex layout
+#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
+struct ImDrawVert
+{
+ 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 a 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
+
+// [Internal] For use by ImDrawList
+struct ImDrawCmdHeader
+{
+ ImVec4 ClipRect;
+ ImTextureID TextureId;
+ unsigned int VtxOffset;
+};
+
+// [Internal] For use by ImDrawListSplitter
+struct ImDrawChannel
+{
+ 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
+{
+ 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)
+
+ inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); }
+ inline ~ImDrawListSplitter() { ClearFreeMemory(); }
+ inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame
+ IMGUI_API void ClearFreeMemory();
+ IMGUI_API void Split(ImDrawList* draw_list, int count);
+ IMGUI_API void Merge(ImDrawList* draw_list);
+ IMGUI_API void SetCurrentChannel(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)
+enum ImDrawFlags_
+{
+ 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,
+};
+
+// 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.
+enum ImDrawListFlags_
+{
+ 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.
+};
+
+// 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 to 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
+{
+ // 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.
+ const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
+ const char* _OwnerName; // Pointer to owner window's name for debugging
+ 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<ImVec4> _ClipRectStack; // [Internal]
+ ImVector<ImTextureID> _TextureIdStack; // [Internal]
+ 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!)
+ float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
+
+ // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
+ ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
+
+ ~ImDrawList() { _ClearFreeMemory(); }
+ IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
+ IMGUI_API void PushClipRectFullScreen();
+ IMGUI_API void PopClipRect();
+ IMGUI_API void PushTextureID(ImTextureID texture_id);
+ IMGUI_API void PopTextureID();
+ inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
+ inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
+
+ // 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 guaranteed a specific number of sides.
+ IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
+ IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
+ IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
+ IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
+ IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f);
+ IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col);
+ IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f);
+ IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col);
+ IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f);
+ IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0);
+ IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f);
+ IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments);
+ IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
+ IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
+ IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
+ IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
+ IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
+ IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
+
+ // Image primitives
+ // - Read FAQ to understand what ImTextureID is.
+ // - "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.
+ IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE);
+ IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE);
+ IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
+
+ // Stateful path API, add points then finish with PathFillConvex() or PathStroke()
+ // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
+ inline void PathClear() { _Path.Size = 0; }
+ inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
+ inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
+ inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
+ inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
+ IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
+ IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
+ IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
+ IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
+ IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0);
+
+ // Advanced
+ IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
+ IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
+ IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer.
+
+ // 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)
+ // - FIXME-OBSOLETE: 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.
+ inline void ChannelsSplit(int count) { _Splitter.Split(this, count); }
+ inline void ChannelsMerge() { _Splitter.Merge(this); }
+ inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
+
+ // Advanced: Primitives allocations
+ // - We render triangles (three vertices)
+ // - All primitives needs to be reserved via PrimReserve() beforehand.
+ IMGUI_API void PrimReserve(int idx_count, int vtx_count);
+ IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
+ IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
+ IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
+ IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
+ inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
+ inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
+ inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ 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)
+#endif
+
+ // [Internal helpers]
+ IMGUI_API void _ResetForNewFrame();
+ IMGUI_API void _ClearFreeMemory();
+ IMGUI_API void _PopUnusedDrawCmd();
+ IMGUI_API void _TryMergeDrawCmds();
+ IMGUI_API void _OnChangedClipRect();
+ IMGUI_API void _OnChangedTextureID();
+ IMGUI_API void _OnChangedVtxOffset();
+ IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const;
+ IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step);
+ IMGUI_API void _PathArcToN(const 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
+{
+ bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
+ int CmdListsCount; // 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
+ ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList 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. Based on io.DisplayFramebufferScale. 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).
+
+ // Functions
+ ImDrawData() { Clear(); }
+ void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext!
+ IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
+ IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont)
+//-----------------------------------------------------------------------------
+
+struct ImFontConfig
+{
+ void* FontData; // // TTF/OTF data
+ int FontDataSize; // // TTF/OTF data size
+ bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
+ int FontNo; // 0 // Index of font within TTF/OTF file
+ float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height).
+ int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.
+ int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis.
+ bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
+ ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
+ ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
+ const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
+ float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
+ float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
+ 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.
+ unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure.
+ float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.
+ ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used.
+
+ // [Internal]
+ char Name[40]; // Name (strictly to ease debugging)
+ ImFont* DstFont;
+
+ IMGUI_API ImFontConfig();
+};
+
+// Hold rendering data for one glyph.
+// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this)
+struct ImFontGlyph
+{
+ 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 Codepoint : 30; // 0x0000..0x10FFFF
+ float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
+ float X0, Y0, X1, Y1; // Glyph corners
+ float U0, V0, U1, V1; // Texture coordinates
+};
+
+// 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
+{
+ ImVector<ImU32> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
+
+ ImFontGlyphRangesBuilder() { Clear(); }
+ inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); }
+ inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array
+ inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array
+ inline void AddChar(ImWchar c) { SetBit(c); } // Add character
+ IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
+ IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext
+ IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
+};
+
+// See ImFontAtlas::AddCustomRectXXX functions.
+struct ImFontAtlasCustomRect
+{
+ unsigned short Width, Height; // Input // Desired rectangle dimension
+ unsigned short X, Y; // Output // Packed position in Atlas
+ unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000)
+ float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance
+ ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset
+ ImFont* Font; // Input // For custom font glyphs only: target font
+ ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; }
+ bool IsPacked() const { return X != 0xFFFF; }
+};
+
+// Flags for ImFontAtlas build
+enum ImFontAtlasFlags_
+{
+ 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).
+};
+
+// 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).
+// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api.
+// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you.
+// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
+// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples)
+// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API.
+// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details.
+// 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 and various other reasons! We will address them in the future!
+struct ImFontAtlas
+{
+ IMGUI_API ImFontAtlas();
+ IMGUI_API ~ImFontAtlas();
+ IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
+ IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL);
+ IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
+ IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
+ IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.
+ IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
+ IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts.
+ IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory.
+ IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
+ IMGUI_API void Clear(); // Clear all input and output.
+
+ // Build atlas, retrieve 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.
+ IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
+ IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
+ IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
+ bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent...
+ void SetTexID(ImTextureID id) { TexID = id; }
+
+ //-------------------------------------------
+ // Glyph Ranges
+ //-------------------------------------------
+
+ // 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. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
+ // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
+ IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
+ IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
+ IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
+ IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
+ IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese
+ IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
+ IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
+ IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters
+
+ //-------------------------------------------
+ // [BETA] Custom Rectangles/Glyphs API
+ //-------------------------------------------
+
+ // You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
+ // - After calling Build(), you can query the rectangle position and render your pixels.
+ // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format.
+ // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
+ // so you can render e.g. custom colorful icons and use them as regular glyphs.
+ // - Read docs/FONTS.md for more details about using colorful icons.
+ // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings.
+ IMGUI_API int AddCustomRectRegular(int width, int height);
+ IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0));
+ ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; }
+
+ // [Internal]
+ IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const;
+ IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]);
+
+ //-------------------------------------------
+ // Members
+ //-------------------------------------------
+
+ ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
+ ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
+ int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
+ int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
+ bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
+
+ // [Internal]
+ // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
+ bool TexReady; // Set when texture was built matching current font input
+ 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.
+ unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
+ unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
+ int TexWidth; // Texture width calculated during Build().
+ int TexHeight; // Texture height calculated during Build().
+ ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight)
+ ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
+ ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
+ ImVector<ImFontAtlasCustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
+ ImVector<ImFontConfig> ConfigData; // Configuration data
+ ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines
+
+ // [Internal] Font builder
+ const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE).
+ unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig.
+
+ // [Internal] Packing data
+ int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors
+ int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines
+
+ // [Obsolete]
+ //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
+ //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
+};
+
+// Font runtime data and rendering
+// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
+struct ImFont
+{
+ // 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 this info, and are often bottleneck in large UI).
+ float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX
+ float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading)
+
+ // Members: Hot ~28/40 bytes (for CalcTextSize + render loop)
+ ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
+ ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
+ const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar)
+
+ // Members: Cold ~32/40 bytes
+ ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into
+ const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData
+ short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
+ ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found.
+ ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering.
+ ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found)
+ bool DirtyLookupTables; // 1 // out //
+ float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale()
+ float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
+ int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)
+ ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints.
+
+ // Methods
+ IMGUI_API ImFont();
+ IMGUI_API ~ImFont();
+ IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
+ IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const;
+ float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
+ bool IsLoaded() const { return ContainerAtlas != NULL; }
+ const char* GetDebugName() const { return ConfigData ? ConfigData->Name : "<unknown>"; }
+
+ // '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.
+ IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
+ IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
+ IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
+ IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
+
+ // [Internal] Don't use!
+ IMGUI_API void BuildLookupTable();
+ IMGUI_API void ClearOutputData();
+ IMGUI_API void GrowIndex(int new_size);
+ IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x);
+ IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built.
+ IMGUI_API void SetGlyphVisible(ImWchar c, bool visible);
+ IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last);
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Viewports
+//-----------------------------------------------------------------------------
+
+// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends.
+enum ImGuiViewportFlags_
+{
+ 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 application (rather than a dear imgui 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_TopMost = 1 << 9, // Platform Window: Display on top (for tooltips only).
+ ImGuiViewportFlags_Minimized = 1 << 10, // 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_NoAutoMerge = 1 << 11, // 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_CanHostOtherWindows = 1 << 12, // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window).
+};
+
+// - 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
+{
+ 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 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.
+ 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* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*)
+ void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*)
+ 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)
+
+ ImGuiViewport() { memset(this, 0, sizeof(*this)); }
+ ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); }
+
+ // Helpers
+ ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); }
+ ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Platform Dependent Interfaces (for e.g. multi-viewport support)
+//-----------------------------------------------------------------------------
+// [BETA] (Optional) This is completely optional, for advanced users!
+// 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 Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology.
+// See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature.
+//
+// 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.
+//-----------------------------------------------------------------------------
+
+// (Optional) Access via ImGui::GetPlatformIO()
+struct ImGuiPlatformIO
+{
+ //------------------------------------------------------------------
+ // Input - Backend interface/functions + Monitor List
+ //------------------------------------------------------------------
+
+ // (Optional) Platform functions (e.g. Win32, GLFW, SDL2)
+ // 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 functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer.
+ // Custom engine backends will often provide both Platform and Renderer interfaces 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 function --------------------------------------------------- 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 . . . . //
+ 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
+ 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.
+ 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).
+
+ // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan)
+ 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 - List of viewports to render into platform windows
+ //------------------------------------------------------------------
+
+ // 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<ImGuiViewport*> Viewports; // Main viewports, followed by all secondary viewports.
+ ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear
+};
+
+// (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
+{
+ 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
+ ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; }
+};
+
+// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
+struct ImGuiPlatformImeData
+{
+ bool WantVisible; // A widget wants the IME to be visible
+ ImVec2 InputPos; // Position of the input cursor
+ float InputLineHeight; // Line height
+
+ ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [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.
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+ IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]
+#else
+ static inline int GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; }
+#endif
+}
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+namespace ImGui
+{
+ // 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 1.86 (from November 2021)
+ IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper.
+ // OBSOLETED in 1.85 (from August 2021)
+ static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
+ // OBSOLETED in 1.81 (from February 2021)
+ IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
+ static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
+ 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 = 1.0' argument instead of flags.
+ // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
+ 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);
+ 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);
+ static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
+ static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
+ static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
+ static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
+ 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);
+ 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);
+ static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
+ static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
+ static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
+ static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
+ // OBSOLETED in 1.77 (from June 2020)
+ static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
+
+ // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
+ //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)
+ //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)
+}
+
+// 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 ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022)
+typedef int ImGuiKeyModFlags;
+enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = ImGuiModFlags_None, ImGuiKeyModFlags_Ctrl = ImGuiModFlags_Ctrl, ImGuiKeyModFlags_Shift = ImGuiModFlags_Shift, ImGuiKeyModFlags_Alt = ImGuiModFlags_Alt, ImGuiKeyModFlags_Super = ImGuiModFlags_Super };
+
+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+
+// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
+#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
+#define IMGUI_DISABLE_DEBUG_TOOLS
+#endif
+#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
+#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
+#endif
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#elif defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif
+
+// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h)
+#ifdef IMGUI_INCLUDE_IMGUI_USER_H
+#include "imgui_user.h"
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
diff --git a/dependencies/include/imgui/imgui_impl_opengl3.h b/dependencies/include/imgui/imgui_impl_opengl3.h
new file mode 100644
index 0000000..81722bd
--- /dev/null
+++ b/dependencies/include/imgui/imgui_impl_opengl3.h
@@ -0,0 +1,56 @@
+// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
+// - Desktop GL: 2.x 3.x 4.x
+// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
+// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
+
+// Implemented features:
+// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!
+// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only).
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+// About GLSL version:
+// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string.
+// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
+// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+// Backend API
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
+
+// (Optional) Called by Init/NewFrame/Shutdown
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture();
+IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
+IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
+
+// Specific OpenGL ES versions
+//#define IMGUI_IMPL_OPENGL_ES2 // Auto-detected on Emscripten
+//#define IMGUI_IMPL_OPENGL_ES3 // Auto-detected on iOS/Android
+
+// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
+#if !defined(IMGUI_IMPL_OPENGL_ES2) \
+ && !defined(IMGUI_IMPL_OPENGL_ES3)
+
+// Try to detect GLES on matching platforms
+#if defined(__APPLE__)
+#include <TargetConditionals.h>
+#endif
+#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
+#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
+#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
+#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
+#else
+// Otherwise imgui_impl_opengl3_loader.h will be used.
+#endif
+
+#endif
diff --git a/dependencies/include/imgui/imgui_impl_opengl3_loader.h b/dependencies/include/imgui/imgui_impl_opengl3_loader.h
new file mode 100644
index 0000000..d576235
--- /dev/null
+++ b/dependencies/include/imgui/imgui_impl_opengl3_loader.h
@@ -0,0 +1,786 @@
+//-----------------------------------------------------------------------------
+// About imgui_impl_opengl3_loader.h:
+//
+// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
+// which proved to be endless problems for users.
+// Our loader is custom-generated, based on gl3w but automatically filtered to only include
+// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
+//
+// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
+// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
+//
+// Regenerate with:
+// python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
+//
+// More info:
+// https://github.com/dearimgui/gl3w_stripped
+// https://github.com/ocornut/imgui/issues/4445
+//-----------------------------------------------------------------------------
+
+/*
+ * This file was generated with gl3w_gen.py, part of imgl3w
+ * (hosted at https://github.com/dearimgui/gl3w_stripped)
+ *
+ * This is free and unencumbered software released into the public domain.
+ *
+ * Anyone is free to copy, modify, publish, use, compile, sell, or
+ * distribute this software, either in source code form or as a compiled
+ * binary, for any purpose, commercial or non-commercial, and by any
+ * means.
+ *
+ * In jurisdictions that recognize copyright laws, the author or authors
+ * of this software dedicate any and all copyright interest in the
+ * software to the public domain. We make this dedication for the benefit
+ * of the public at large and to the detriment of our heirs and
+ * successors. We intend this dedication to be an overt act of
+ * relinquishment in perpetuity of all present and future rights to this
+ * software under copyright law.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+#ifndef __gl3w_h_
+#define __gl3w_h_
+
+// Adapted from KHR/khrplatform.h to avoid including entire file.
+#ifndef __khrplatform_h_
+typedef float khronos_float_t;
+typedef signed char khronos_int8_t;
+typedef unsigned char khronos_uint8_t;
+typedef signed short int khronos_int16_t;
+typedef unsigned short int khronos_uint16_t;
+#ifdef _WIN64
+typedef signed long long int khronos_intptr_t;
+typedef signed long long int khronos_ssize_t;
+#else
+typedef signed long int khronos_intptr_t;
+typedef signed long int khronos_ssize_t;
+#endif
+
+#if defined(_MSC_VER) && !defined(__clang__)
+typedef signed __int64 khronos_int64_t;
+typedef unsigned __int64 khronos_uint64_t;
+#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
+#include <stdint.h>
+typedef int64_t khronos_int64_t;
+typedef uint64_t khronos_uint64_t;
+#else
+typedef signed long long khronos_int64_t;
+typedef unsigned long long khronos_uint64_t;
+#endif
+#endif // __khrplatform_h_
+
+#ifndef __gl_glcorearb_h_
+#define __gl_glcorearb_h_ 1
+#ifdef __cplusplus
+extern "C" {
+#endif
+/*
+** Copyright 2013-2020 The Khronos Group Inc.
+** SPDX-License-Identifier: MIT
+**
+** This header is generated from the Khronos OpenGL / OpenGL ES XML
+** API Registry. The current version of the Registry, generator scripts
+** used to make the header, and the header can be found at
+** https://github.com/KhronosGroup/OpenGL-Registry
+*/
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include <windows.h>
+#endif
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+#ifndef GLAPI
+#define GLAPI extern
+#endif
+/* glcorearb.h is for use with OpenGL core profile implementations.
+** It should should be placed in the same directory as gl.h and
+** included as <GL/glcorearb.h>.
+**
+** glcorearb.h includes only APIs in the latest OpenGL core profile
+** implementation together with APIs in newer ARB extensions which
+** can be supported by the core profile. It does not, and never will
+** include functionality removed from the core profile, such as
+** fixed-function vertex and fragment processing.
+**
+** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
+** <GL/glext.h> in the same source file.
+*/
+/* Generated C header for:
+ * API: gl
+ * Profile: core
+ * Versions considered: .*
+ * Versions emitted: .*
+ * Default extensions included: glcore
+ * Additional extensions included: _nomatch_^
+ * Extensions removed: _nomatch_^
+ */
+#ifndef GL_VERSION_1_0
+typedef void GLvoid;
+typedef unsigned int GLenum;
+
+typedef khronos_float_t GLfloat;
+typedef int GLint;
+typedef int GLsizei;
+typedef unsigned int GLbitfield;
+typedef double GLdouble;
+typedef unsigned int GLuint;
+typedef unsigned char GLboolean;
+typedef khronos_uint8_t GLubyte;
+#define GL_COLOR_BUFFER_BIT 0x00004000
+#define GL_FALSE 0
+#define GL_TRUE 1
+#define GL_TRIANGLES 0x0004
+#define GL_ONE 1
+#define GL_SRC_ALPHA 0x0302
+#define GL_ONE_MINUS_SRC_ALPHA 0x0303
+#define GL_FRONT_AND_BACK 0x0408
+#define GL_POLYGON_MODE 0x0B40
+#define GL_CULL_FACE 0x0B44
+#define GL_DEPTH_TEST 0x0B71
+#define GL_STENCIL_TEST 0x0B90
+#define GL_VIEWPORT 0x0BA2
+#define GL_BLEND 0x0BE2
+#define GL_SCISSOR_BOX 0x0C10
+#define GL_SCISSOR_TEST 0x0C11
+#define GL_UNPACK_ROW_LENGTH 0x0CF2
+#define GL_PACK_ALIGNMENT 0x0D05
+#define GL_TEXTURE_2D 0x0DE1
+#define GL_UNSIGNED_BYTE 0x1401
+#define GL_UNSIGNED_SHORT 0x1403
+#define GL_UNSIGNED_INT 0x1405
+#define GL_FLOAT 0x1406
+#define GL_RGBA 0x1908
+#define GL_FILL 0x1B02
+#define GL_VENDOR 0x1F00
+#define GL_RENDERER 0x1F01
+#define GL_VERSION 0x1F02
+#define GL_EXTENSIONS 0x1F03
+#define GL_LINEAR 0x2601
+#define GL_TEXTURE_MAG_FILTER 0x2800
+#define GL_TEXTURE_MIN_FILTER 0x2801
+typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
+typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
+typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
+typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
+typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
+typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
+typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
+GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
+GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
+GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
+GLAPI void APIENTRY glClear (GLbitfield mask);
+GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
+GLAPI void APIENTRY glDisable (GLenum cap);
+GLAPI void APIENTRY glEnable (GLenum cap);
+GLAPI void APIENTRY glFlush (void);
+GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
+GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
+GLAPI GLenum APIENTRY glGetError (void);
+GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
+GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
+GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
+GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+#endif /* GL_VERSION_1_0 */
+#ifndef GL_VERSION_1_1
+typedef khronos_float_t GLclampf;
+typedef double GLclampd;
+#define GL_TEXTURE_BINDING_2D 0x8069
+typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
+typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
+typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
+typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
+GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
+GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
+GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
+#endif
+#endif /* GL_VERSION_1_1 */
+#ifndef GL_VERSION_1_3
+#define GL_TEXTURE0 0x84C0
+#define GL_ACTIVE_TEXTURE 0x84E0
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveTexture (GLenum texture);
+#endif
+#endif /* GL_VERSION_1_3 */
+#ifndef GL_VERSION_1_4
+#define GL_BLEND_DST_RGB 0x80C8
+#define GL_BLEND_SRC_RGB 0x80C9
+#define GL_BLEND_DST_ALPHA 0x80CA
+#define GL_BLEND_SRC_ALPHA 0x80CB
+#define GL_FUNC_ADD 0x8006
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+GLAPI void APIENTRY glBlendEquation (GLenum mode);
+#endif
+#endif /* GL_VERSION_1_4 */
+#ifndef GL_VERSION_1_5
+typedef khronos_ssize_t GLsizeiptr;
+typedef khronos_intptr_t GLintptr;
+#define GL_ARRAY_BUFFER 0x8892
+#define GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define GL_ARRAY_BUFFER_BINDING 0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
+#define GL_STREAM_DRAW 0x88E0
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
+GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
+GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
+GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
+GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
+#endif
+#endif /* GL_VERSION_1_5 */
+#ifndef GL_VERSION_2_0
+typedef char GLchar;
+typedef khronos_int16_t GLshort;
+typedef khronos_int8_t GLbyte;
+typedef khronos_uint16_t GLushort;
+#define GL_BLEND_EQUATION_RGB 0x8009
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
+#define GL_BLEND_EQUATION_ALPHA 0x883D
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_FRAGMENT_SHADER 0x8B30
+#define GL_VERTEX_SHADER 0x8B31
+#define GL_COMPILE_STATUS 0x8B81
+#define GL_LINK_STATUS 0x8B82
+#define GL_INFO_LOG_LENGTH 0x8B84
+#define GL_CURRENT_PROGRAM 0x8B8D
+#define GL_UPPER_LEFT 0x8CA2
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
+GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glCompileShader (GLuint shader);
+GLAPI GLuint APIENTRY glCreateProgram (void);
+GLAPI GLuint APIENTRY glCreateShader (GLenum type);
+GLAPI void APIENTRY glDeleteProgram (GLuint program);
+GLAPI void APIENTRY glDeleteShader (GLuint shader);
+GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
+GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
+GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
+GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
+GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
+GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
+GLAPI void APIENTRY glLinkProgram (GLuint program);
+GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
+GLAPI void APIENTRY glUseProgram (GLuint program);
+GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
+GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
+#endif
+#endif /* GL_VERSION_2_0 */
+#ifndef GL_VERSION_3_0
+typedef khronos_uint16_t GLhalf;
+#define GL_MAJOR_VERSION 0x821B
+#define GL_MINOR_VERSION 0x821C
+#define GL_NUM_EXTENSIONS 0x821D
+#define GL_FRAMEBUFFER_SRGB 0x8DB9
+#define GL_VERTEX_ARRAY_BINDING 0x85B5
+typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
+typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
+GLAPI void APIENTRY glBindVertexArray (GLuint array);
+GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
+GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
+#endif
+#endif /* GL_VERSION_3_0 */
+#ifndef GL_VERSION_3_1
+#define GL_VERSION_3_1 1
+#define GL_PRIMITIVE_RESTART 0x8F9D
+#endif /* GL_VERSION_3_1 */
+#ifndef GL_VERSION_3_2
+#define GL_VERSION_3_2 1
+typedef struct __GLsync *GLsync;
+typedef khronos_uint64_t GLuint64;
+typedef khronos_int64_t GLint64;
+typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
+#endif
+#endif /* GL_VERSION_3_2 */
+#ifndef GL_VERSION_3_3
+#define GL_VERSION_3_3 1
+#define GL_SAMPLER_BINDING 0x8919
+typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
+#endif
+#endif /* GL_VERSION_3_3 */
+#ifndef GL_VERSION_4_1
+typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
+#endif /* GL_VERSION_4_1 */
+#ifndef GL_VERSION_4_3
+typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+#endif /* GL_VERSION_4_3 */
+#ifndef GL_VERSION_4_5
+#define GL_CLIP_ORIGIN 0x935C
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
+typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
+#endif /* GL_VERSION_4_5 */
+#ifndef GL_ARB_bindless_texture
+typedef khronos_uint64_t GLuint64EXT;
+#endif /* GL_ARB_bindless_texture */
+#ifndef GL_ARB_cl_event
+struct _cl_context;
+struct _cl_event;
+#endif /* GL_ARB_cl_event */
+#ifndef GL_ARB_clip_control
+#define GL_ARB_clip_control 1
+#endif /* GL_ARB_clip_control */
+#ifndef GL_ARB_debug_output
+typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
+#endif /* GL_ARB_debug_output */
+#ifndef GL_EXT_EGL_image_storage
+typedef void *GLeglImageOES;
+#endif /* GL_EXT_EGL_image_storage */
+#ifndef GL_EXT_direct_state_access
+typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
+typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
+#endif /* GL_EXT_direct_state_access */
+#ifndef GL_NV_draw_vulkan_image
+typedef void (APIENTRY *GLVULKANPROCNV)(void);
+#endif /* GL_NV_draw_vulkan_image */
+#ifndef GL_NV_gpu_shader5
+typedef khronos_int64_t GLint64EXT;
+#endif /* GL_NV_gpu_shader5 */
+#ifndef GL_NV_vertex_buffer_unified_memory
+typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
+#endif /* GL_NV_vertex_buffer_unified_memory */
+#ifdef __cplusplus
+}
+#endif
+#endif
+
+#ifndef GL3W_API
+#define GL3W_API
+#endif
+
+#ifndef __gl_h_
+#define __gl_h_
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#define GL3W_OK 0
+#define GL3W_ERROR_INIT -1
+#define GL3W_ERROR_LIBRARY_OPEN -2
+#define GL3W_ERROR_OPENGL_VERSION -3
+
+typedef void (*GL3WglProc)(void);
+typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
+
+/* gl3w api */
+GL3W_API int imgl3wInit(void);
+GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
+GL3W_API int imgl3wIsSupported(int major, int minor);
+GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
+
+/* gl3w internal state */
+union GL3WProcs {
+ GL3WglProc ptr[58];
+ struct {
+ PFNGLACTIVETEXTUREPROC ActiveTexture;
+ PFNGLATTACHSHADERPROC AttachShader;
+ PFNGLBINDBUFFERPROC BindBuffer;
+ PFNGLBINDSAMPLERPROC BindSampler;
+ PFNGLBINDTEXTUREPROC BindTexture;
+ PFNGLBINDVERTEXARRAYPROC BindVertexArray;
+ PFNGLBLENDEQUATIONPROC BlendEquation;
+ PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
+ PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
+ PFNGLBUFFERDATAPROC BufferData;
+ PFNGLBUFFERSUBDATAPROC BufferSubData;
+ PFNGLCLEARPROC Clear;
+ PFNGLCLEARCOLORPROC ClearColor;
+ PFNGLCOMPILESHADERPROC CompileShader;
+ PFNGLCREATEPROGRAMPROC CreateProgram;
+ PFNGLCREATESHADERPROC CreateShader;
+ PFNGLDELETEBUFFERSPROC DeleteBuffers;
+ PFNGLDELETEPROGRAMPROC DeleteProgram;
+ PFNGLDELETESHADERPROC DeleteShader;
+ PFNGLDELETETEXTURESPROC DeleteTextures;
+ PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
+ PFNGLDETACHSHADERPROC DetachShader;
+ PFNGLDISABLEPROC Disable;
+ PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
+ PFNGLDRAWELEMENTSPROC DrawElements;
+ PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
+ PFNGLENABLEPROC Enable;
+ PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
+ PFNGLFLUSHPROC Flush;
+ PFNGLGENBUFFERSPROC GenBuffers;
+ PFNGLGENTEXTURESPROC GenTextures;
+ PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
+ PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
+ PFNGLGETERRORPROC GetError;
+ PFNGLGETINTEGERVPROC GetIntegerv;
+ PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
+ PFNGLGETPROGRAMIVPROC GetProgramiv;
+ PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
+ PFNGLGETSHADERIVPROC GetShaderiv;
+ PFNGLGETSTRINGPROC GetString;
+ PFNGLGETSTRINGIPROC GetStringi;
+ PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
+ PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
+ PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
+ PFNGLISENABLEDPROC IsEnabled;
+ PFNGLLINKPROGRAMPROC LinkProgram;
+ PFNGLPIXELSTOREIPROC PixelStorei;
+ PFNGLPOLYGONMODEPROC PolygonMode;
+ PFNGLREADPIXELSPROC ReadPixels;
+ PFNGLSCISSORPROC Scissor;
+ PFNGLSHADERSOURCEPROC ShaderSource;
+ PFNGLTEXIMAGE2DPROC TexImage2D;
+ PFNGLTEXPARAMETERIPROC TexParameteri;
+ PFNGLUNIFORM1IPROC Uniform1i;
+ PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
+ PFNGLUSEPROGRAMPROC UseProgram;
+ PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
+ PFNGLVIEWPORTPROC Viewport;
+ } gl;
+};
+
+GL3W_API extern union GL3WProcs imgl3wProcs;
+
+/* OpenGL functions */
+#define glActiveTexture imgl3wProcs.gl.ActiveTexture
+#define glAttachShader imgl3wProcs.gl.AttachShader
+#define glBindBuffer imgl3wProcs.gl.BindBuffer
+#define glBindSampler imgl3wProcs.gl.BindSampler
+#define glBindTexture imgl3wProcs.gl.BindTexture
+#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
+#define glBlendEquation imgl3wProcs.gl.BlendEquation
+#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
+#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
+#define glBufferData imgl3wProcs.gl.BufferData
+#define glBufferSubData imgl3wProcs.gl.BufferSubData
+#define glClear imgl3wProcs.gl.Clear
+#define glClearColor imgl3wProcs.gl.ClearColor
+#define glCompileShader imgl3wProcs.gl.CompileShader
+#define glCreateProgram imgl3wProcs.gl.CreateProgram
+#define glCreateShader imgl3wProcs.gl.CreateShader
+#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
+#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
+#define glDeleteShader imgl3wProcs.gl.DeleteShader
+#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
+#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
+#define glDetachShader imgl3wProcs.gl.DetachShader
+#define glDisable imgl3wProcs.gl.Disable
+#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
+#define glDrawElements imgl3wProcs.gl.DrawElements
+#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
+#define glEnable imgl3wProcs.gl.Enable
+#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
+#define glFlush imgl3wProcs.gl.Flush
+#define glGenBuffers imgl3wProcs.gl.GenBuffers
+#define glGenTextures imgl3wProcs.gl.GenTextures
+#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
+#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
+#define glGetError imgl3wProcs.gl.GetError
+#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
+#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
+#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
+#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
+#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
+#define glGetString imgl3wProcs.gl.GetString
+#define glGetStringi imgl3wProcs.gl.GetStringi
+#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
+#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
+#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
+#define glIsEnabled imgl3wProcs.gl.IsEnabled
+#define glLinkProgram imgl3wProcs.gl.LinkProgram
+#define glPixelStorei imgl3wProcs.gl.PixelStorei
+#define glPolygonMode imgl3wProcs.gl.PolygonMode
+#define glReadPixels imgl3wProcs.gl.ReadPixels
+#define glScissor imgl3wProcs.gl.Scissor
+#define glShaderSource imgl3wProcs.gl.ShaderSource
+#define glTexImage2D imgl3wProcs.gl.TexImage2D
+#define glTexParameteri imgl3wProcs.gl.TexParameteri
+#define glUniform1i imgl3wProcs.gl.Uniform1i
+#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
+#define glUseProgram imgl3wProcs.gl.UseProgram
+#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
+#define glViewport imgl3wProcs.gl.Viewport
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
+#ifdef IMGL3W_IMPL
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#include <stdlib.h>
+
+#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
+
+#if defined(_WIN32)
+#ifndef WIN32_LEAN_AND_MEAN
+#define WIN32_LEAN_AND_MEAN 1
+#endif
+#include <windows.h>
+
+static HMODULE libgl;
+typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
+static GL3WglGetProcAddr wgl_get_proc_address;
+
+static int open_libgl(void)
+{
+ libgl = LoadLibraryA("opengl32.dll");
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { FreeLibrary(libgl); }
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ res = (GL3WglProc)wgl_get_proc_address(proc);
+ if (!res)
+ res = (GL3WglProc)GetProcAddress(libgl, proc);
+ return res;
+}
+#elif defined(__APPLE__)
+#include <dlfcn.h>
+
+static void *libgl;
+static int open_libgl(void)
+{
+ libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { dlclose(libgl); }
+
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ *(void **)(&res) = dlsym(libgl, proc);
+ return res;
+}
+#else
+#include <dlfcn.h>
+
+static void *libgl;
+static GL3WglProc (*glx_get_proc_address)(const GLubyte *);
+
+static int open_libgl(void)
+{
+ libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
+ if (!libgl)
+ return GL3W_ERROR_LIBRARY_OPEN;
+ *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
+ return GL3W_OK;
+}
+
+static void close_libgl(void) { dlclose(libgl); }
+
+static GL3WglProc get_proc(const char *proc)
+{
+ GL3WglProc res;
+ res = glx_get_proc_address((const GLubyte *)proc);
+ if (!res)
+ *(void **)(&res) = dlsym(libgl, proc);
+ return res;
+}
+#endif
+
+static struct { int major, minor; } version;
+
+static int parse_version(void)
+{
+ if (!glGetIntegerv)
+ return GL3W_ERROR_INIT;
+ glGetIntegerv(GL_MAJOR_VERSION, &version.major);
+ glGetIntegerv(GL_MINOR_VERSION, &version.minor);
+ if (version.major < 3)
+ return GL3W_ERROR_OPENGL_VERSION;
+ return GL3W_OK;
+}
+
+static void load_procs(GL3WGetProcAddressProc proc);
+
+int imgl3wInit(void)
+{
+ int res = open_libgl();
+ if (res)
+ return res;
+ atexit(close_libgl);
+ return imgl3wInit2(get_proc);
+}
+
+int imgl3wInit2(GL3WGetProcAddressProc proc)
+{
+ load_procs(proc);
+ return parse_version();
+}
+
+int imgl3wIsSupported(int major, int minor)
+{
+ if (major < 3)
+ return 0;
+ if (version.major == major)
+ return version.minor >= minor;
+ return version.major >= major;
+}
+
+GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
+
+static const char *proc_names[] = {
+ "glActiveTexture",
+ "glAttachShader",
+ "glBindBuffer",
+ "glBindSampler",
+ "glBindTexture",
+ "glBindVertexArray",
+ "glBlendEquation",
+ "glBlendEquationSeparate",
+ "glBlendFuncSeparate",
+ "glBufferData",
+ "glBufferSubData",
+ "glClear",
+ "glClearColor",
+ "glCompileShader",
+ "glCreateProgram",
+ "glCreateShader",
+ "glDeleteBuffers",
+ "glDeleteProgram",
+ "glDeleteShader",
+ "glDeleteTextures",
+ "glDeleteVertexArrays",
+ "glDetachShader",
+ "glDisable",
+ "glDisableVertexAttribArray",
+ "glDrawElements",
+ "glDrawElementsBaseVertex",
+ "glEnable",
+ "glEnableVertexAttribArray",
+ "glFlush",
+ "glGenBuffers",
+ "glGenTextures",
+ "glGenVertexArrays",
+ "glGetAttribLocation",
+ "glGetError",
+ "glGetIntegerv",
+ "glGetProgramInfoLog",
+ "glGetProgramiv",
+ "glGetShaderInfoLog",
+ "glGetShaderiv",
+ "glGetString",
+ "glGetStringi",
+ "glGetUniformLocation",
+ "glGetVertexAttribPointerv",
+ "glGetVertexAttribiv",
+ "glIsEnabled",
+ "glLinkProgram",
+ "glPixelStorei",
+ "glPolygonMode",
+ "glReadPixels",
+ "glScissor",
+ "glShaderSource",
+ "glTexImage2D",
+ "glTexParameteri",
+ "glUniform1i",
+ "glUniformMatrix4fv",
+ "glUseProgram",
+ "glVertexAttribPointer",
+ "glViewport",
+};
+
+GL3W_API union GL3WProcs imgl3wProcs;
+
+static void load_procs(GL3WGetProcAddressProc proc)
+{
+ size_t i;
+ for (i = 0; i < ARRAY_SIZE(proc_names); i++)
+ imgl3wProcs.ptr[i] = proc(proc_names[i]);
+}
+
+#ifdef __cplusplus
+}
+#endif
+#endif
diff --git a/dependencies/include/imgui/imgui_impl_sdl.h b/dependencies/include/imgui/imgui_impl_sdl.h
new file mode 100644
index 0000000..9275541
--- /dev/null
+++ b/dependencies/include/imgui/imgui_impl_sdl.h
@@ -0,0 +1,38 @@
+// dear imgui: Platform Backend for SDL2
+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)
+// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
+
+// Implemented features:
+// [X] Platform: Clipboard support.
+// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
+// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
+// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
+// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
+// Missing features:
+// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
+// [ ] Platform: Multi-viewport + Minimized windows seems to break mouse wheel events (at least under Windows).
+
+// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
+// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
+// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
+// Read online: https://github.com/ocornut/imgui/tree/master/docs
+
+#pragma once
+#include "imgui.h" // IMGUI_IMPL_API
+
+struct SDL_Window;
+struct SDL_Renderer;
+typedef union SDL_Event SDL_Event;
+
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
+IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
+IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
+IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
+IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
+
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+static inline void ImGui_ImplSDL2_NewFrame(SDL_Window*) { ImGui_ImplSDL2_NewFrame(); } // 1.84: removed unnecessary parameter
+#endif
diff --git a/dependencies/include/imgui/imgui_internal.h b/dependencies/include/imgui/imgui_internal.h
new file mode 100644
index 0000000..f168440
--- /dev/null
+++ b/dependencies/include/imgui/imgui_internal.h
@@ -0,0 +1,3285 @@
+// dear imgui, v1.89 WIP
+// (internal structures/api)
+
+// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
+// Set:
+// #define IMGUI_DEFINE_MATH_OPERATORS
+// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators)
+
+/*
+
+Index of this file:
+
+// [SECTION] Header mess
+// [SECTION] Forward declarations
+// [SECTION] Context pointer
+// [SECTION] STB libraries includes
+// [SECTION] Macros
+// [SECTION] Generic helpers
+// [SECTION] ImDrawList support
+// [SECTION] Widgets support: flags, enums, data structures
+// [SECTION] Inputs support
+// [SECTION] Clipper support
+// [SECTION] Navigation support
+// [SECTION] Columns support
+// [SECTION] Multi-select support
+// [SECTION] Docking support
+// [SECTION] Viewport support
+// [SECTION] Settings support
+// [SECTION] Metrics, Debug tools
+// [SECTION] Generic context hooks
+// [SECTION] ImGuiContext (main imgui context)
+// [SECTION] ImGuiWindowTempData, ImGuiWindow
+// [SECTION] Tab bar, Tab item support
+// [SECTION] Table support
+// [SECTION] ImGui internal API
+// [SECTION] ImFontAtlas internal API
+// [SECTION] Test Engine specific hooks (imgui_test_engine)
+
+*/
+
+#pragma once
+#ifndef IMGUI_DISABLE
+
+//-----------------------------------------------------------------------------
+// [SECTION] Header mess
+//-----------------------------------------------------------------------------
+
+#ifndef IMGUI_VERSION
+#include "imgui.h"
+#endif
+
+#include <stdio.h> // FILE*, sscanf
+#include <stdlib.h> // NULL, malloc, free, qsort, atoi, atof
+#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
+#include <limits.h> // INT_MIN, INT_MAX
+
+// Enable SSE intrinsics if available
+#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE)
+#define IMGUI_ENABLE_SSE
+#include <immintrin.h>
+#endif
+
+// Visual Studio warnings
+#ifdef _MSC_VER
+#pragma warning (push)
+#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport)
+#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
+#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
+#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
+#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
+#endif
+#endif
+
+// Clang/GCC warnings with -Weverything
+#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
+#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
+#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned()
+#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h
+#pragma clang diagnostic ignored "-Wold-style-cast"
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"
+#pragma clang diagnostic ignored "-Wdouble-promotion"
+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
+#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn'
+#elif defined(__GNUC__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
+#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
+#endif
+
+// Legacy defines
+#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74
+#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+#endif
+#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74
+#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
+#endif
+
+// Enable stb_truetype by default unless FreeType is enabled.
+// You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together.
+#ifndef IMGUI_ENABLE_FREETYPE
+#define IMGUI_ENABLE_STB_TRUETYPE
+#endif
+
+//-----------------------------------------------------------------------------
+// [SECTION] Forward declarations
+//-----------------------------------------------------------------------------
+
+struct ImBitVector; // Store 1-bit per value
+struct ImRect; // An axis-aligned rectangle (2 points)
+struct ImDrawDataBuilder; // Helper to build a ImDrawData instance
+struct ImDrawListSharedData; // Data shared between all ImDrawList instances
+struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it
+struct ImGuiContext; // Main Dear ImGui context
+struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine
+struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum
+struct ImGuiDockContext; // Docking system context
+struct ImGuiDockRequest; // Docking system dock/undock queued request
+struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes)
+struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session)
+struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
+struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
+struct ImGuiLastItemData; // Status storage for last submitted items
+struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
+struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
+struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
+struct ImGuiNextWindowData; // Storage for SetNextWindow** functions
+struct ImGuiNextItemData; // Storage for SetNextItem** functions
+struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api
+struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api
+struct ImGuiPopupData; // Storage for current popup stack
+struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file
+struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting
+struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it
+struct ImGuiTabBar; // Storage for a tab bar
+struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
+struct ImGuiTable; // Storage for a table
+struct ImGuiTableColumn; // Storage for one column of a table
+struct ImGuiTableInstanceData; // Storage for one instance of a same table
+struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.
+struct ImGuiTableSettings; // Storage for a table .ini settings
+struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
+struct ImGuiWindow; // Storage for one window
+struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
+struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
+
+// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
+typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field
+typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
+typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
+typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
+typedef int ImGuiInputReadFlags; // -> enum ImGuiInputReadFlags_ // Flags: for IsKeyPressedEx()
+typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag()
+typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags
+typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
+typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
+typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
+typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions
+typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
+typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests
+typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
+typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
+typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
+
+typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...);
+
+//-----------------------------------------------------------------------------
+// [SECTION] Context pointer
+// See implementation of this variable in imgui.cpp for comments and details.
+//-----------------------------------------------------------------------------
+
+#ifndef GImGui
+extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer
+#endif
+
+//-------------------------------------------------------------------------
+// [SECTION] STB libraries includes
+//-------------------------------------------------------------------------
+
+namespace ImStb
+{
+
+#undef STB_TEXTEDIT_STRING
+#undef STB_TEXTEDIT_CHARTYPE
+#define STB_TEXTEDIT_STRING ImGuiInputTextState
+#define STB_TEXTEDIT_CHARTYPE ImWchar
+#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f)
+#define STB_TEXTEDIT_UNDOSTATECOUNT 99
+#define STB_TEXTEDIT_UNDOCHARCOUNT 999
+#include "imstb_textedit.h"
+
+} // namespace ImStb
+
+//-----------------------------------------------------------------------------
+// [SECTION] Macros
+//-----------------------------------------------------------------------------
+
+// Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui.
+#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow*
+
+// Debug Printing Into TTY
+// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)
+#ifndef IMGUI_DEBUG_PRINTF
+#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
+#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__)
+#else
+#define IMGUI_DEBUG_PRINTF(_FMT,...)
+#endif
+#endif
+
+// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.
+#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__);
+#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
+
+// Static Asserts
+#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "")
+
+// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.
+// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.
+//#define IMGUI_DEBUG_PARANOID
+#ifdef IMGUI_DEBUG_PARANOID
+#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR)
+#else
+#define IM_ASSERT_PARANOID(_EXPR)
+#endif
+
+// Error handling
+// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults.
+#ifndef IM_ASSERT_USER_ERROR
+#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error
+#endif
+
+// Misc Macros
+#define IM_PI 3.14159265358979323846f
+#ifdef _WIN32
+#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!)
+#else
+#define IM_NEWLINE "\n"
+#endif
+#define IM_TABSIZE (4)
+#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
+#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
+#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
+#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
+#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) //
+
+// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall
+#ifdef _MSC_VER
+#define IMGUI_CDECL __cdecl
+#else
+#define IMGUI_CDECL
+#endif
+
+// Warnings
+#if defined(_MSC_VER) && !defined(__clang__)
+#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX))
+#else
+#define IM_MSVC_WARNING_SUPPRESS(XXXX)
+#endif
+
+// Debug Tools
+// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item.
+// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference.
+#ifndef IM_DEBUG_BREAK
+#if defined (_MSC_VER)
+#define IM_DEBUG_BREAK() __debugbreak()
+#elif defined(__clang__)
+#define IM_DEBUG_BREAK() __builtin_debugtrap()
+#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
+#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03")
+#elif defined(__GNUC__) && defined(__thumb__)
+#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01")
+#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__)
+#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0");
+#else
+#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!
+#endif
+#endif // #ifndef IM_DEBUG_BREAK
+
+//-----------------------------------------------------------------------------
+// [SECTION] Generic helpers
+// Note that the ImXXX helpers functions are lower-level than ImGui functions.
+// ImGui functions or the ImGui context are never called/used from other ImXXX functions.
+//-----------------------------------------------------------------------------
+// - Helpers: Hashing
+// - Helpers: Sorting
+// - Helpers: Bit manipulation
+// - Helpers: String
+// - Helpers: Formatting
+// - Helpers: UTF-8 <> wchar conversions
+// - Helpers: ImVec2/ImVec4 operators
+// - Helpers: Maths
+// - Helpers: Geometry
+// - Helper: ImVec1
+// - Helper: ImVec2ih
+// - Helper: ImRect
+// - Helper: ImBitArray
+// - Helper: ImBitVector
+// - Helper: ImSpan<>, ImSpanAllocator<>
+// - Helper: ImPool<>
+// - Helper: ImChunkStream<>
+//-----------------------------------------------------------------------------
+
+// Helpers: Hashing
+IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
+IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
+
+// Helpers: Sorting
+#ifndef ImQsort
+static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); }
+#endif
+
+// Helpers: Color Blending
+IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);
+
+// Helpers: Bit manipulation
+static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; }
+static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; }
+static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
+
+// Helpers: String
+IMGUI_API int ImStricmp(const char* str1, const char* str2);
+IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
+IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count);
+IMGUI_API char* ImStrdup(const char* str);
+IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str);
+IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c);
+IMGUI_API int ImStrlenW(const ImWchar* str);
+IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line
+IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line
+IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
+IMGUI_API void ImStrTrimBlanks(char* str);
+IMGUI_API const char* ImStrSkipBlank(const char* str);
+static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
+static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
+
+// Helpers: Formatting
+IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
+IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
+IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3);
+IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3);
+IMGUI_API const char* ImParseFormatFindStart(const char* format);
+IMGUI_API const char* ImParseFormatFindEnd(const char* format);
+IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
+IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size);
+IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size);
+IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
+
+// Helpers: UTF-8 <> wchar conversions
+IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf
+IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count
+IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count
+IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count
+IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count)
+IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8
+IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8
+
+// Helpers: ImVec2/ImVec4 operators
+// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.)
+// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself.
+#ifdef IMGUI_DEFINE_MATH_OPERATORS
+IM_MSVC_RUNTIME_CHECKS_OFF
+static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); }
+static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); }
+static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); }
+static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); }
+static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
+static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); }
+static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; }
+static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; }
+static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; }
+static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; }
+static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; }
+static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; }
+static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); }
+static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); }
+static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); }
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+#endif
+
+// Helpers: File System
+#ifdef IMGUI_DISABLE_FILE_FUNCTIONS
+#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+typedef void* ImFileHandle;
+static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; }
+static inline bool ImFileClose(ImFileHandle) { return false; }
+static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; }
+static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; }
+static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; }
+#endif
+#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
+typedef FILE* ImFileHandle;
+IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode);
+IMGUI_API bool ImFileClose(ImFileHandle file);
+IMGUI_API ImU64 ImFileGetSize(ImFileHandle file);
+IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file);
+IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file);
+#else
+#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions
+#endif
+IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0);
+
+// Helpers: Maths
+IM_MSVC_RUNTIME_CHECKS_OFF
+// - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy)
+#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS
+#define ImFabs(X) fabsf(X)
+#define ImSqrt(X) sqrtf(X)
+#define ImFmod(X, Y) fmodf((X), (Y))
+#define ImCos(X) cosf(X)
+#define ImSin(X) sinf(X)
+#define ImAcos(X) acosf(X)
+#define ImAtan2(Y, X) atan2f((Y), (X))
+#define ImAtof(STR) atof(STR)
+//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned()
+#define ImCeil(X) ceilf(X)
+static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision
+static inline double ImPow(double x, double y) { return pow(x, y); }
+static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision
+static inline double ImLog(double x) { return log(x); }
+static inline int ImAbs(int x) { return x < 0 ? -x : x; }
+static inline float ImAbs(float x) { return fabsf(x); }
+static inline double ImAbs(double x) { return fabs(x); }
+static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument
+static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; }
+#ifdef IMGUI_ENABLE_SSE
+static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }
+#else
+static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); }
+#endif
+static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); }
+#endif
+// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double
+// (Exceptionally using templates here but we could also redefine them for those types)
+template<typename T> static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; }
+template<typename T> static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; }
+template<typename T> static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; }
+template<typename T> static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); }
+template<typename T> static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; }
+template<typename T> static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; }
+template<typename T> static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; }
+// - Misc maths helpers
+static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); }
+static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); }
+static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); }
+static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t); }
+static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); }
+static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); }
+static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
+static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
+static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
+static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
+static inline float ImFloor(float f) { return (float)(int)(f); }
+static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
+static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
+static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); }
+static inline int ImModPositive(int a, int b) { return (a + b) % b; }
+static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
+static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
+static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
+static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
+static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; }
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+// Helpers: Geometry
+IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);
+IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments
+IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
+IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t);
+IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
+IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
+IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
+IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w);
+inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; }
+IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy);
+
+// Helper: ImVec1 (1D vector)
+// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
+IM_MSVC_RUNTIME_CHECKS_OFF
+struct ImVec1
+{
+ float x;
+ constexpr ImVec1() : x(0.0f) { }
+ constexpr ImVec1(float _x) : x(_x) { }
+};
+
+// Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage)
+struct ImVec2ih
+{
+ short x, y;
+ constexpr ImVec2ih() : x(0), y(0) {}
+ constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {}
+ constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {}
+};
+
+// Helper: ImRect (2D axis aligned bounding-box)
+// NB: we can't rely on ImVec2 math operators being available here!
+struct IMGUI_API ImRect
+{
+ ImVec2 Min; // Upper-left
+ ImVec2 Max; // Lower-right
+
+ constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {}
+ constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
+ constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
+ constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
+
+ ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
+ ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
+ float GetWidth() const { return Max.x - Min.x; }
+ float GetHeight() const { return Max.y - Min.y; }
+ float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); }
+ ImVec2 GetTL() const { return Min; } // Top-left
+ ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right
+ ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left
+ ImVec2 GetBR() const { return Max; } // Bottom-right
+ bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; }
+ bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; }
+ bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; }
+ void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; }
+ void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; }
+ void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; }
+ void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; }
+ void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; }
+ void TranslateX(float dx) { Min.x += dx; Max.x += dx; }
+ void TranslateY(float dy) { Min.y += dy; Max.y += dy; }
+ void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display.
+ void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
+ void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); }
+ bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
+ ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); }
+};
+IM_MSVC_RUNTIME_CHECKS_RESTORE
+
+// Helper: ImBitArray
+inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; }
+inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; }
+inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; }
+inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2)
+{
+ n2--;
+ while (n <= n2)
+ {
+ int a_mod = (n & 31);
+ int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1;
+ ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1);
+ arr[n >> 5] |= mask;
+ n = (n + 32) & ~31;
+ }
+}
+
+// Helper: ImBitArray class (wrapper over ImBitArray functions)
+// Store 1-bit per value.
+template<int BITCOUNT, int OFFSET = 0>
+struct ImBitArray
+{
+ ImU32 Storage[(BITCOUNT + 31) >> 5];
+ ImBitArray() { ClearAllBits(); }
+ void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); }
+ void SetAllBits() { memset(Storage, 255, sizeof(Storage)); }
+ bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
+ void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); }
+ void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
+ void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)
+ bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
+};
+
+// Helper: ImBitVector
+// Store 1-bit per value.
+struct IMGUI_API ImBitVector
+{
+ ImVector<ImU32> Storage;
+ void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); }
+ void Clear() { Storage.clear(); }
+ bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); }
+ void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); }
+ void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); }
+};
+
+// Helper: ImSpan<>
+// Pointing to a span of data we don't own.
+template<typename T>
+struct ImSpan
+{
+ T* Data;
+ T* DataEnd;
+
+ // Constructors, destructor
+ inline ImSpan() { Data = DataEnd = NULL; }
+ inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; }
+ inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; }
+
+ inline void set(T* data, int size) { Data = data; DataEnd = data + size; }
+ inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; }
+ inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); }
+ inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); }
+ inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
+ inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; }
+
+ inline T* begin() { return Data; }
+ inline const T* begin() const { return Data; }
+ inline T* end() { return DataEnd; }
+ inline const T* end() const { return DataEnd; }
+
+ // Utilities
+ inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; }
+};
+
+// Helper: ImSpanAllocator<>
+// Facilitate storing multiple chunks into a single large block (the "arena")
+// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges.
+template<int CHUNKS>
+struct ImSpanAllocator
+{
+ char* BasePtr;
+ int CurrOff;
+ int CurrIdx;
+ int Offsets[CHUNKS];
+ int Sizes[CHUNKS];
+
+ ImSpanAllocator() { memset(this, 0, sizeof(*this)); }
+ inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; }
+ inline int GetArenaSizeInBytes() { return CurrOff; }
+ inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; }
+ inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); }
+ inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); }
+ template<typename T>
+ inline void GetSpan(int n, ImSpan<T>* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); }
+};
+
+// Helper: ImPool<>
+// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer,
+// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
+typedef int ImPoolIdx;
+template<typename T>
+struct ImPool
+{
+ ImVector<T> Buf; // Contiguous data
+ ImGuiStorage Map; // ID->Index
+ ImPoolIdx FreeIdx; // Next free idx to use
+ ImPoolIdx AliveCount; // Number of active/alive items (for display purpose)
+
+ ImPool() { FreeIdx = AliveCount = 0; }
+ ~ImPool() { Clear(); }
+ T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; }
+ T* GetByIndex(ImPoolIdx n) { return &Buf[n]; }
+ ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); }
+ T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); }
+ bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); }
+ void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; }
+ T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; }
+ void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); }
+ void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; }
+ void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); }
+
+ // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... }
+ // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize()
+ int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose)
+ int GetBufSize() const { return Buf.Size; }
+ int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere
+ T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); }
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304)
+#endif
+};
+
+// Helper: ImChunkStream<>
+// Build and iterate a contiguous stream of variable-sized structures.
+// This is used by Settings to store persistent data while reducing allocation count.
+// We store the chunk size first, and align the final size on 4 bytes boundaries.
+// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
+template<typename T>
+struct ImChunkStream
+{
+ ImVector<char> Buf;
+
+ void clear() { Buf.clear(); }
+ bool empty() const { return Buf.Size == 0; }
+ int size() const { return Buf.Size; }
+ T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); }
+ T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); }
+ T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; }
+ int chunk_size(const T* p) { return ((const int*)p)[-1]; }
+ T* end() { return (T*)(void*)(Buf.Data + Buf.Size); }
+ int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; }
+ T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); }
+ void swap(ImChunkStream<T>& rhs) { rhs.Buf.swap(Buf); }
+
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImDrawList support
+//-----------------------------------------------------------------------------
+
+// ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value.
+// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693
+// Number of segments (N) is calculated using equation:
+// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r
+// Our equation is significantly simpler that one in the post thanks for choosing segment that is
+// perpendicular to X axis. Follow steps in the article from this starting condition and you will
+// will get this result.
+//
+// Rendering circles with an odd number of segments, while mathematically correct will produce
+// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
+#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX)
+
+// Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'.
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))))
+#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD))
+
+// ImDrawList: Lookup table size for adaptive arc drawing, cover full circle.
+#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE
+#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table.
+#endif
+#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle.
+
+// Data shared between all ImDrawList instances
+// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure.
+struct IMGUI_API ImDrawListSharedData
+{
+ ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas
+ ImFont* Font; // Current/default font (optional, for simplified AddText overload)
+ float FontSize; // Current/default font size (optional, for simplified AddText overload)
+ float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo()
+ float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc
+ ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
+ ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
+
+ // [Internal] Lookup tables
+ ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
+ float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
+ ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead)
+ const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas
+
+ ImDrawListSharedData();
+ void SetCircleTessellationMaxError(float max_error);
+};
+
+struct ImDrawDataBuilder
+{
+ ImVector<ImDrawList*> Layers[2]; // Global layers for: regular, tooltip
+
+ void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); }
+ void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); }
+ int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; }
+ IMGUI_API void FlattenIntoSingleLayer();
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Widgets support: flags, enums, data structures
+//-----------------------------------------------------------------------------
+
+// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
+// This is going to be exposed in imgui.h when stabilized enough.
+enum ImGuiItemFlags_
+{
+ // Controlled by user
+ ImGuiItemFlags_None = 0,
+ ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav)
+ ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
+ ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211
+ ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop)
+ ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items)
+ ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window
+ ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
+ ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
+
+ // Controlled by widget code
+ ImGuiItemFlags_Inputable = 1 << 8, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
+};
+
+// Storage for LastItem data
+enum ImGuiItemStatusFlags_
+{
+ ImGuiItemStatusFlags_None = 0,
+ ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
+ ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid
+ ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
+ ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
+ ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
+ ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
+ ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
+ ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
+ ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon)
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode)
+ ImGuiItemStatusFlags_Opened = 1 << 21, //
+ ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem)
+ ImGuiItemStatusFlags_Checked = 1 << 23, //
+#endif
+};
+
+// Extend ImGuiInputTextFlags_
+enum ImGuiInputTextFlagsPrivate_
+{
+ // [Internal]
+ ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline()
+ ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data
+ ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
+};
+
+// Extend ImGuiButtonFlags_
+enum ImGuiButtonFlagsPrivate_
+{
+ ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event)
+ ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using
+ ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item
+ ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release)
+ ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release)
+ ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers)
+ ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat
+ ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping
+ ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap()
+ ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED]
+ //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled
+ ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine
+ ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held
+ ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only)
+ ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated
+ ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
+ ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
+ ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease,
+};
+
+// Extend ImGuiComboFlags_
+enum ImGuiComboFlagsPrivate_
+{
+ ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview()
+};
+
+// Extend ImGuiSliderFlags_
+enum ImGuiSliderFlagsPrivate_
+{
+ ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically?
+ ImGuiSliderFlags_ReadOnly = 1 << 21,
+};
+
+// Extend ImGuiSelectableFlags_
+enum ImGuiSelectableFlagsPrivate_
+{
+ // NB: need to be in sync with last value of ImGuiSelectableFlags_
+ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20,
+ ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API.
+ ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release)
+ ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release)
+ ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
+ ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
+ ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem)
+ ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27, // Disable padding each side with ItemSpacing * 0.5f
+};
+
+// Extend ImGuiTreeNodeFlags_
+enum ImGuiTreeNodeFlagsPrivate_
+{
+ ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20,
+};
+
+enum ImGuiSeparatorFlags_
+{
+ ImGuiSeparatorFlags_None = 0,
+ ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
+ ImGuiSeparatorFlags_Vertical = 1 << 1,
+ ImGuiSeparatorFlags_SpanAllColumns = 1 << 2,
+};
+
+enum ImGuiTextFlags_
+{
+ ImGuiTextFlags_None = 0,
+ ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0,
+};
+
+enum ImGuiTooltipFlags_
+{
+ ImGuiTooltipFlags_None = 0,
+ ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0, // Override will clear/ignore previously submitted tooltip (defaults to append)
+};
+
+// FIXME: this is in development, not exposed/functional as a generic feature yet.
+// Horizontal/Vertical enums are fixed to 0/1 so they may be used to index ImVec2
+enum ImGuiLayoutType_
+{
+ ImGuiLayoutType_Horizontal = 0,
+ ImGuiLayoutType_Vertical = 1
+};
+
+enum ImGuiLogType
+{
+ ImGuiLogType_None = 0,
+ ImGuiLogType_TTY,
+ ImGuiLogType_File,
+ ImGuiLogType_Buffer,
+ ImGuiLogType_Clipboard,
+};
+
+// X/Y enums are fixed to 0/1 so they may be used to index ImVec2
+enum ImGuiAxis
+{
+ ImGuiAxis_None = -1,
+ ImGuiAxis_X = 0,
+ ImGuiAxis_Y = 1
+};
+
+enum ImGuiPlotType
+{
+ ImGuiPlotType_Lines,
+ ImGuiPlotType_Histogram,
+};
+
+enum ImGuiPopupPositionPolicy
+{
+ ImGuiPopupPositionPolicy_Default,
+ ImGuiPopupPositionPolicy_ComboBox,
+ ImGuiPopupPositionPolicy_Tooltip,
+};
+
+struct ImGuiDataTypeTempStorage
+{
+ ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT
+};
+
+// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo().
+struct ImGuiDataTypeInfo
+{
+ size_t Size; // Size in bytes
+ const char* Name; // Short descriptive name for the type, for debugging
+ const char* PrintFmt; // Default printf format for the type
+ const char* ScanFmt; // Default scanf format for the type
+};
+
+// Extend ImGuiDataType_
+enum ImGuiDataTypePrivate_
+{
+ ImGuiDataType_String = ImGuiDataType_COUNT + 1,
+ ImGuiDataType_Pointer,
+ ImGuiDataType_ID,
+};
+
+// Stacked color modifier, backup of modified data so we can restore it
+struct ImGuiColorMod
+{
+ ImGuiCol Col;
+ ImVec4 BackupValue;
+};
+
+// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
+struct ImGuiStyleMod
+{
+ ImGuiStyleVar VarIdx;
+ union { int BackupInt[2]; float BackupFloat[2]; };
+ ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; }
+ ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; }
+ ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; }
+};
+
+// Storage data for BeginComboPreview()/EndComboPreview()
+struct IMGUI_API ImGuiComboPreviewData
+{
+ ImRect PreviewRect;
+ ImVec2 BackupCursorPos;
+ ImVec2 BackupCursorMaxPos;
+ ImVec2 BackupCursorPosPrevLine;
+ float BackupPrevLineTextBaseOffset;
+ ImGuiLayoutType BackupLayout;
+
+ ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); }
+};
+
+// Stacked storage data for BeginGroup()/EndGroup()
+struct IMGUI_API ImGuiGroupData
+{
+ ImGuiID WindowID;
+ ImVec2 BackupCursorPos;
+ ImVec2 BackupCursorMaxPos;
+ ImVec1 BackupIndent;
+ ImVec1 BackupGroupOffset;
+ ImVec2 BackupCurrLineSize;
+ float BackupCurrLineTextBaseOffset;
+ ImGuiID BackupActiveIdIsAlive;
+ bool BackupActiveIdPreviousFrameIsAlive;
+ bool BackupHoveredIdIsAlive;
+ bool EmitItem;
+};
+
+// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper.
+struct IMGUI_API ImGuiMenuColumns
+{
+ ImU32 TotalWidth;
+ ImU32 NextTotalWidth;
+ ImU16 Spacing;
+ ImU16 OffsetIcon; // Always zero for now
+ ImU16 OffsetLabel; // Offsets are locked in Update()
+ ImU16 OffsetShortcut;
+ ImU16 OffsetMark;
+ ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame)
+
+ ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); }
+ void Update(float spacing, bool window_reappearing);
+ float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark);
+ void CalcNextTotalWidth(bool update_offsets);
+};
+
+// Internal state of the currently focused/edited text input box
+// For a given item ID, access with ImGui::GetInputTextState()
+struct IMGUI_API ImGuiInputTextState
+{
+ ImGuiID ID; // widget id owning the text state
+ int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.
+ ImVector<ImWchar> TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer.
+ ImVector<char> TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity.
+ ImVector<char> InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered)
+ bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument)
+ int BufCapacityA; // end-user buffer capacity
+ float ScrollX; // horizontal scrolling/offset
+ ImStb::STB_TexteditState Stb; // state for stb_textedit.h
+ float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately
+ bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
+ bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
+ bool Edited; // edited this frame
+ ImGuiInputTextFlags Flags; // copy of InputText() flags
+
+ ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
+ void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
+ void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
+ int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
+ int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; }
+ void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation
+
+ // Cursor & Selection
+ void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking
+ void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); }
+ bool HasSelection() const { return Stb.select_start != Stb.select_end; }
+ void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; }
+ int GetCursorPos() const { return Stb.cursor; }
+ int GetSelectionStart() const { return Stb.select_start; }
+ int GetSelectionEnd() const { return Stb.select_end; }
+ void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; }
+};
+
+// Storage for current popup stack
+struct ImGuiPopupData
+{
+ ImGuiID PopupId; // Set on OpenPopup()
+ ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
+ ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup
+ int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
+ int OpenFrameCount; // Set on OpenPopup()
+ ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
+ ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
+ ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
+
+ ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }
+};
+
+enum ImGuiNextWindowDataFlags_
+{
+ ImGuiNextWindowDataFlags_None = 0,
+ ImGuiNextWindowDataFlags_HasPos = 1 << 0,
+ ImGuiNextWindowDataFlags_HasSize = 1 << 1,
+ ImGuiNextWindowDataFlags_HasContentSize = 1 << 2,
+ ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3,
+ ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4,
+ ImGuiNextWindowDataFlags_HasFocus = 1 << 5,
+ ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
+ ImGuiNextWindowDataFlags_HasScroll = 1 << 7,
+ ImGuiNextWindowDataFlags_HasViewport = 1 << 8,
+ ImGuiNextWindowDataFlags_HasDock = 1 << 9,
+ ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10,
+};
+
+// Storage for SetNexWindow** functions
+struct ImGuiNextWindowData
+{
+ ImGuiNextWindowDataFlags Flags;
+ ImGuiCond PosCond;
+ ImGuiCond SizeCond;
+ ImGuiCond CollapsedCond;
+ ImGuiCond DockCond;
+ ImVec2 PosVal;
+ ImVec2 PosPivotVal;
+ ImVec2 SizeVal;
+ ImVec2 ContentSizeVal;
+ ImVec2 ScrollVal;
+ bool PosUndock;
+ bool CollapsedVal;
+ ImRect SizeConstraintRect;
+ ImGuiSizeCallback SizeCallback;
+ void* SizeCallbackUserData;
+ float BgAlphaVal; // Override background alpha
+ ImGuiID ViewportId;
+ ImGuiID DockId;
+ ImGuiWindowClass WindowClass;
+ ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?)
+
+ ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); }
+ inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; }
+};
+
+enum ImGuiNextItemDataFlags_
+{
+ ImGuiNextItemDataFlags_None = 0,
+ ImGuiNextItemDataFlags_HasWidth = 1 << 0,
+ ImGuiNextItemDataFlags_HasOpen = 1 << 1,
+};
+
+struct ImGuiNextItemData
+{
+ ImGuiNextItemDataFlags Flags;
+ float Width; // Set by SetNextItemWidth()
+ ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging)
+ ImGuiCond OpenCond;
+ bool OpenVal; // Set by SetNextItemOpen()
+
+ ImGuiNextItemData() { memset(this, 0, sizeof(*this)); }
+ inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()!
+};
+
+// Status storage for the last submitted item
+struct ImGuiLastItemData
+{
+ ImGuiID ID;
+ ImGuiItemFlags InFlags; // See ImGuiItemFlags_
+ ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
+ ImRect Rect; // Full rectangle
+ ImRect NavRect; // Navigation scoring rectangle (not displayed)
+ ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set)
+
+ ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
+};
+
+struct IMGUI_API ImGuiStackSizes
+{
+ short SizeOfIDStack;
+ short SizeOfColorStack;
+ short SizeOfStyleVarStack;
+ short SizeOfFontStack;
+ short SizeOfFocusScopeStack;
+ short SizeOfGroupStack;
+ short SizeOfItemFlagsStack;
+ short SizeOfBeginPopupStack;
+ short SizeOfDisabledStack;
+
+ ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
+ void SetToCurrentState();
+ void CompareWithCurrentState();
+};
+
+// Data saved for each window pushed into the stack
+struct ImGuiWindowStackData
+{
+ ImGuiWindow* Window;
+ ImGuiLastItemData ParentLastItemDataBackup;
+ ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting
+};
+
+struct ImGuiShrinkWidthItem
+{
+ int Index;
+ float Width;
+ float InitialWidth;
+};
+
+struct ImGuiPtrOrIndex
+{
+ void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool.
+ int Index; // Usually index in a main pool.
+
+ ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; }
+ ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Inputs support
+//-----------------------------------------------------------------------------
+
+typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitArrayForNamedKeys;
+
+// Extend ImGuiKey_
+enum ImGuiKeyPrivate_
+{
+ ImGuiKey_LegacyNativeKey_BEGIN = 0,
+ ImGuiKey_LegacyNativeKey_END = 512,
+ ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart,
+ ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickDown + 1,
+
+ // [Internal] Named shortcuts for Navigation
+ ImGuiKey_NavKeyboardTweakSlow = ImGuiKey_ModCtrl,
+ ImGuiKey_NavKeyboardTweakFast = ImGuiKey_ModShift,
+ ImGuiKey_NavGamepadTweakSlow = ImGuiKey_GamepadL1,
+ ImGuiKey_NavGamepadTweakFast = ImGuiKey_GamepadR1,
+ ImGuiKey_NavGamepadActivate = ImGuiKey_GamepadFaceDown,
+ ImGuiKey_NavGamepadCancel = ImGuiKey_GamepadFaceRight,
+ ImGuiKey_NavGamepadMenu = ImGuiKey_GamepadFaceLeft,
+ ImGuiKey_NavGamepadInput = ImGuiKey_GamepadFaceUp,
+};
+
+enum ImGuiInputEventType
+{
+ ImGuiInputEventType_None = 0,
+ ImGuiInputEventType_MousePos,
+ ImGuiInputEventType_MouseWheel,
+ ImGuiInputEventType_MouseButton,
+ ImGuiInputEventType_MouseViewport,
+ ImGuiInputEventType_Key,
+ ImGuiInputEventType_Text,
+ ImGuiInputEventType_Focus,
+ ImGuiInputEventType_COUNT
+};
+
+enum ImGuiInputSource
+{
+ ImGuiInputSource_None = 0,
+ ImGuiInputSource_Mouse,
+ ImGuiInputSource_Keyboard,
+ ImGuiInputSource_Gamepad,
+ ImGuiInputSource_Clipboard, // Currently only used by InputText()
+ ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
+ ImGuiInputSource_COUNT
+};
+
+// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?
+// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'
+struct ImGuiInputEventMousePos { float PosX, PosY; };
+struct ImGuiInputEventMouseWheel { float WheelX, WheelY; };
+struct ImGuiInputEventMouseButton { int Button; bool Down; };
+struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; };
+struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
+struct ImGuiInputEventText { unsigned int Char; };
+struct ImGuiInputEventAppFocused { bool Focused; };
+
+struct ImGuiInputEvent
+{
+ ImGuiInputEventType Type;
+ ImGuiInputSource Source;
+ union
+ {
+ ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos
+ ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel
+ ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton
+ ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport
+ ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key
+ ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text
+ ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus
+ };
+ bool AddedByTestEngine;
+
+ ImGuiInputEvent() { memset(this, 0, sizeof(*this)); }
+};
+
+// Flags for IsKeyPressedEx(). In upcoming feature this will be used more (and IsKeyPressedEx() renamed)
+// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)
+enum ImGuiInputReadFlags_
+{
+ // Flags for IsKeyPressedEx()
+ ImGuiInputReadFlags_None = 0,
+ ImGuiInputReadFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
+
+ // Repeat rate
+ ImGuiInputReadFlags_RepeatRateDefault = 1 << 1, // Regular
+ ImGuiInputReadFlags_RepeatRateNavMove = 1 << 2, // Fast
+ ImGuiInputReadFlags_RepeatRateNavTweak = 1 << 3, // Faster
+ ImGuiInputReadFlags_RepeatRateMask_ = ImGuiInputReadFlags_RepeatRateDefault | ImGuiInputReadFlags_RepeatRateNavMove | ImGuiInputReadFlags_RepeatRateNavTweak,
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Clipper support
+//-----------------------------------------------------------------------------
+
+struct ImGuiListClipperRange
+{
+ int Min;
+ int Max;
+ bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later)
+ ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices
+ ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices
+
+ static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; }
+ static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; }
+};
+
+// Temporary clipper data, buffers shared/reused between instances
+struct ImGuiListClipperData
+{
+ ImGuiListClipper* ListClipper;
+ float LossynessOffset;
+ int StepNo;
+ int ItemsFrozen;
+ ImVector<ImGuiListClipperRange> Ranges;
+
+ ImGuiListClipperData() { memset(this, 0, sizeof(*this)); }
+ void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Navigation support
+//-----------------------------------------------------------------------------
+
+enum ImGuiActivateFlags_
+{
+ ImGuiActivateFlags_None = 0,
+ ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available.
+ ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available.
+ ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
+};
+
+// Early work-in-progress API for ScrollToItem()
+enum ImGuiScrollFlags_
+{
+ ImGuiScrollFlags_None = 0,
+ ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]
+ ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]
+ ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used]
+ ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis
+ ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used]
+ ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window)
+ ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).
+ ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX,
+ ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY,
+};
+
+enum ImGuiNavHighlightFlags_
+{
+ ImGuiNavHighlightFlags_None = 0,
+ ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
+ ImGuiNavHighlightFlags_TypeThin = 1 << 1,
+ ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
+ ImGuiNavHighlightFlags_NoRounding = 1 << 3,
+};
+
+enum ImGuiNavMoveFlags_
+{
+ ImGuiNavMoveFlags_None = 0,
+ ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side
+ ImGuiNavMoveFlags_LoopY = 1 << 1,
+ ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left)
+ ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness
+ ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
+ ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
+ ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
+ ImGuiNavMoveFlags_Forwarded = 1 << 7,
+ ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
+ ImGuiNavMoveFlags_FocusApi = 1 << 9,
+ ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
+ ImGuiNavMoveFlags_Activate = 1 << 11,
+ ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12, // Do not alter the visible state of keyboard vs mouse nav highlight
+};
+
+enum ImGuiNavLayer
+{
+ ImGuiNavLayer_Main = 0, // Main scrolling layer
+ ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt)
+ ImGuiNavLayer_COUNT
+};
+
+struct ImGuiNavItemData
+{
+ ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window)
+ ImGuiID ID; // Init,Move // Best candidate item ID
+ ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
+ ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
+ ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags
+ float DistBox; // Move // Best candidate box distance to current NavId
+ float DistCenter; // Move // Best candidate center distance to current NavId
+ float DistAxial; // Move // Best candidate axial distance to current NavId
+
+ ImGuiNavItemData() { Clear(); }
+ void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Columns support
+//-----------------------------------------------------------------------------
+
+// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays!
+enum ImGuiOldColumnFlags_
+{
+ ImGuiOldColumnFlags_None = 0,
+ ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers
+ ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
+ ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
+ ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window
+ ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
+
+ // Obsolete names (will be removed)
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None,
+ ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder,
+ ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize,
+ ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths,
+ ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow,
+ ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize,
+#endif
+};
+
+struct ImGuiOldColumnData
+{
+ float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
+ float OffsetNormBeforeResize;
+ ImGuiOldColumnFlags Flags; // Not exposed
+ ImRect ClipRect;
+
+ ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }
+};
+
+struct ImGuiOldColumns
+{
+ ImGuiID ID;
+ ImGuiOldColumnFlags Flags;
+ bool IsFirstFrame;
+ bool IsBeingResized;
+ int Current;
+ int Count;
+ float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x
+ float LineMinY, LineMaxY;
+ float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns()
+ float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns()
+ ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns()
+ ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground()
+ ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns()
+ ImVector<ImGuiOldColumnData> Columns;
+ ImDrawListSplitter Splitter;
+
+ ImGuiOldColumns() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Multi-select support
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_HAS_MULTI_SELECT
+// <this is filled in 'range_select' branch>
+#endif // #ifdef IMGUI_HAS_MULTI_SELECT
+
+//-----------------------------------------------------------------------------
+// [SECTION] Docking support
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_HAS_DOCK
+
+// Extend ImGuiDockNodeFlags_
+enum ImGuiDockNodeFlagsPrivate_
+{
+ // [Internal]
+ ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window.
+ ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor.
+ ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back.
+ ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar)
+ ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button)
+ ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved //
+ ImGuiDockNodeFlags_NoDocking = 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved.
+ ImGuiDockNodeFlags_NoDockingSplitMe = 1 << 17, // [EXPERIMENTAL] Prevent another window/node from splitting this node.
+ ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 18, // [EXPERIMENTAL] Prevent this node from splitting another window/node.
+ ImGuiDockNodeFlags_NoDockingOverMe = 1 << 19, // [EXPERIMENTAL] Prevent another window/node to be docked over this node.
+ ImGuiDockNodeFlags_NoDockingOverOther = 1 << 20, // [EXPERIMENTAL] Prevent this node to be docked over another window or non-empty node.
+ ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 21, // [EXPERIMENTAL] Prevent this node to be docked over an empty node (e.g. DockSpace with no other windows)
+ ImGuiDockNodeFlags_NoResizeX = 1 << 22, // [EXPERIMENTAL]
+ ImGuiDockNodeFlags_NoResizeY = 1 << 23, // [EXPERIMENTAL]
+ ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0,
+ ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY,
+ ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking,
+ ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to the inheriting child, never duplicated
+ ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking
+};
+
+// Store the source authority (dock node vs window) of a field
+enum ImGuiDataAuthority_
+{
+ ImGuiDataAuthority_Auto,
+ ImGuiDataAuthority_DockNode,
+ ImGuiDataAuthority_Window,
+};
+
+enum ImGuiDockNodeState
+{
+ ImGuiDockNodeState_Unknown,
+ ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow,
+ ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing,
+ ImGuiDockNodeState_HostWindowVisible,
+};
+
+// sizeof() 156~192
+struct IMGUI_API ImGuiDockNode
+{
+ ImGuiID ID;
+ ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node)
+ ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node
+ ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows
+ ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows)
+ ImGuiDockNodeState State;
+ ImGuiDockNode* ParentNode;
+ ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array.
+ ImVector<ImGuiWindow*> Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order.
+ ImGuiTabBar* TabBar;
+ ImVec2 Pos; // Current position
+ ImVec2 Size; // Current size
+ ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size.
+ ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y)
+ ImGuiWindowClass WindowClass; // [Root node only]
+ ImU32 LastBgColor;
+
+ ImGuiWindow* HostWindow;
+ ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window.
+ ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node.
+ ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy.
+ int CountNodeWithWindows; // [Root node only]
+ int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly
+ int LastFrameActive; // Last frame number the node was updated.
+ int LastFrameFocused; // Last frame number the node was focused.
+ ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused.
+ ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected.
+ ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window.
+ ImGuiDataAuthority AuthorityForPos :3;
+ ImGuiDataAuthority AuthorityForSize :3;
+ ImGuiDataAuthority AuthorityForViewport :3;
+ bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window)
+ bool IsFocused :1;
+ bool IsBgDrawnThisFrame :1;
+ bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one.
+ bool HasWindowMenuButton :1;
+ bool HasCentralNodeChild :1;
+ bool WantCloseAll :1; // Set when closing all tabs at once.
+ bool WantLockSizeOnce :1;
+ bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window
+ bool WantHiddenTabBarUpdate :1;
+ bool WantHiddenTabBarToggle :1;
+
+ ImGuiDockNode(ImGuiID id);
+ ~ImGuiDockNode();
+ bool IsRootNode() const { return ParentNode == NULL; }
+ bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; }
+ bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; }
+ bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; }
+ bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle
+ bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar
+ bool IsSplitNode() const { return ChildNodes[0] != NULL; }
+ bool IsLeafNode() const { return ChildNodes[0] == NULL; }
+ bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; }
+ ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
+
+ void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); }
+ void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; }
+};
+
+// List of colors that are stored at the time of Begin() into Docked Windows.
+// We currently store the packed colors in a simple array window->DockStyle.Colors[].
+// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow,
+// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame.
+enum ImGuiWindowDockStyleCol
+{
+ ImGuiWindowDockStyleCol_Text,
+ ImGuiWindowDockStyleCol_Tab,
+ ImGuiWindowDockStyleCol_TabHovered,
+ ImGuiWindowDockStyleCol_TabActive,
+ ImGuiWindowDockStyleCol_TabUnfocused,
+ ImGuiWindowDockStyleCol_TabUnfocusedActive,
+ ImGuiWindowDockStyleCol_COUNT
+};
+
+struct ImGuiWindowDockStyle
+{
+ ImU32 Colors[ImGuiWindowDockStyleCol_COUNT];
+};
+
+struct ImGuiDockContext
+{
+ ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes
+ ImVector<ImGuiDockRequest> Requests;
+ ImVector<ImGuiDockNodeSettings> NodesSettings;
+ bool WantFullRebuild;
+ ImGuiDockContext() { memset(this, 0, sizeof(*this)); }
+};
+
+#endif // #ifdef IMGUI_HAS_DOCK
+
+//-----------------------------------------------------------------------------
+// [SECTION] Viewport support
+//-----------------------------------------------------------------------------
+
+// ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!)
+// Every instance of ImGuiViewport is in fact a ImGuiViewportP.
+struct ImGuiViewportP : public ImGuiViewport
+{
+ int Idx;
+ int LastFrameActive; // Last frame number this viewport was activated by a window
+ int LastFrontMostStampCount;// Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order
+ ImGuiID LastNameHash;
+ ImVec2 LastPos;
+ float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent)
+ float LastAlpha;
+ short PlatformMonitor;
+ bool PlatformWindowCreated;
+ ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set)
+ int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used
+ ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.
+ ImDrawData DrawDataP;
+ ImDrawDataBuilder DrawDataBuilder;
+ ImVec2 LastPlatformPos;
+ ImVec2 LastPlatformSize;
+ ImVec2 LastRendererSize;
+ ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!)
+ ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height).
+ ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f.
+ ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f.
+
+ ImGuiViewportP() { Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); }
+ ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }
+ void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; }
+
+ // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect)
+ ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); }
+ ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); }
+ void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields
+
+ // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry)
+ ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
+ ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); }
+ ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Settings support
+//-----------------------------------------------------------------------------
+
+// Windows data saved in imgui.ini file
+// Because we never destroy or rename ImGuiWindowSettings, we can store the names in a separate buffer easily.
+// (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure)
+struct ImGuiWindowSettings
+{
+ ImGuiID ID;
+ ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions.
+ ImVec2ih Size;
+ ImVec2ih ViewportPos;
+ ImGuiID ViewportId;
+ ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none.
+ ImGuiID ClassId; // ID of window class if specified
+ short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
+ bool Collapsed;
+ bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
+
+ ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; }
+ char* GetName() { return (char*)(this + 1); }
+};
+
+struct ImGuiSettingsHandler
+{
+ const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
+ ImGuiID TypeHash; // == ImHashStr(TypeName)
+ void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data
+ void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order)
+ void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
+ void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
+ void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order)
+ void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
+ void* UserData;
+
+ ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Metrics, Debug Tools
+//-----------------------------------------------------------------------------
+
+enum ImGuiDebugLogFlags_
+{
+ // Event types
+ ImGuiDebugLogFlags_None = 0,
+ ImGuiDebugLogFlags_EventActiveId = 1 << 0,
+ ImGuiDebugLogFlags_EventFocus = 1 << 1,
+ ImGuiDebugLogFlags_EventPopup = 1 << 2,
+ ImGuiDebugLogFlags_EventNav = 1 << 3,
+ ImGuiDebugLogFlags_EventIO = 1 << 4,
+ ImGuiDebugLogFlags_EventDocking = 1 << 5,
+ ImGuiDebugLogFlags_EventViewport = 1 << 6,
+ ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport,
+ ImGuiDebugLogFlags_OutputToTTY = 1 << 10, // Also send output to TTY
+};
+
+struct ImGuiMetricsConfig
+{
+ bool ShowDebugLog;
+ bool ShowStackTool;
+ bool ShowWindowsRects;
+ bool ShowWindowsBeginOrder;
+ bool ShowTablesRects;
+ bool ShowDrawCmdMesh;
+ bool ShowDrawCmdBoundingBoxes;
+ bool ShowDockingNodes;
+ int ShowWindowsRectsType;
+ int ShowTablesRectsType;
+
+ ImGuiMetricsConfig()
+ {
+ ShowDebugLog = ShowStackTool = ShowWindowsRects = ShowWindowsBeginOrder = ShowTablesRects = false;
+ ShowDrawCmdMesh = true;
+ ShowDrawCmdBoundingBoxes = true;
+ ShowDockingNodes = false;
+ ShowWindowsRectsType = ShowTablesRectsType = -1;
+ }
+};
+
+struct ImGuiStackLevelInfo
+{
+ ImGuiID ID;
+ ImS8 QueryFrameCount; // >= 1: Query in progress
+ bool QuerySuccess; // Obtained result from DebugHookIdInfo()
+ ImGuiDataType DataType : 8;
+ char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.
+
+ ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); }
+};
+
+// State for Stack tool queries
+struct ImGuiStackTool
+{
+ int LastActiveFrame;
+ int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level
+ ImGuiID QueryId; // ID to query details for
+ ImVector<ImGuiStackLevelInfo> Results;
+ bool CopyToClipboardOnCtrlC;
+ float CopyToClipboardLastTime;
+
+ ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Generic context hooks
+//-----------------------------------------------------------------------------
+
+typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook);
+enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ };
+
+struct ImGuiContextHook
+{
+ ImGuiID HookId; // A unique ID assigned by AddContextHook()
+ ImGuiContextHookType Type;
+ ImGuiID Owner;
+ ImGuiContextHookCallback Callback;
+ void* UserData;
+
+ ImGuiContextHook() { memset(this, 0, sizeof(*this)); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiContext (main Dear ImGui context)
+//-----------------------------------------------------------------------------
+
+struct ImGuiContext
+{
+ bool Initialized;
+ bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
+ ImGuiIO IO;
+ ImGuiPlatformIO PlatformIO;
+ ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be tricked/written into IO structure.
+ ImVector<ImGuiInputEvent> InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
+ ImGuiStyle Style;
+ ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame()
+ ImGuiConfigFlags ConfigFlagsLastFrame;
+ ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
+ float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
+ float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height.
+ ImDrawListSharedData DrawListSharedData;
+ double Time;
+ int FrameCount;
+ int FrameCountEnded;
+ int FrameCountPlatformEnded;
+ int FrameCountRendered;
+ bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame()
+ bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed
+ bool WithinEndChild; // Set within EndChild()
+ bool GcCompactAll; // Request full GC
+ bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()
+ void* TestEngine; // Test engine user data
+
+ // Windows state
+ ImVector<ImGuiWindow*> Windows; // Windows, sorted in display order, back to front
+ ImVector<ImGuiWindow*> WindowsFocusOrder; // Root windows, sorted in focus order, back to front.
+ ImVector<ImGuiWindow*> WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child
+ ImVector<ImGuiWindowStackData> CurrentWindowStack;
+ ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow*
+ int WindowsActiveCount; // Number of unique windows submitted by frame
+ ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING)
+ ImGuiWindow* CurrentWindow; // Window being drawn into
+ ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs.
+ ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set.
+ ImGuiDockNode* HoveredDockNode; // [Debug] Hovered dock node.
+ ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree.
+ ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.
+ ImVec2 WheelingWindowRefMousePos;
+ float WheelingWindowTimer;
+
+ // Item/widgets state and tracking information
+ ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
+ ImGuiID HoveredId; // Hovered widget, filled during the frame
+ ImGuiID HoveredIdPreviousFrame;
+ bool HoveredIdAllowOverlap;
+ bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window.
+ bool HoveredIdPreviousFrameUsingMouseWheel;
+ bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
+ float HoveredIdTimer; // Measure contiguous hovering time
+ float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
+ ImGuiID ActiveId; // Active widget
+ ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame)
+ float ActiveIdTimer;
+ bool ActiveIdIsJustActivated; // Set at the time of activation for one frame
+ bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always)
+ bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused.
+ bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
+ bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
+ bool ActiveIdHasBeenEditedThisFrame;
+ ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
+ ImGuiWindow* ActiveIdWindow;
+ ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
+ int ActiveIdMouseButton;
+ ImGuiID ActiveIdPreviousFrame;
+ bool ActiveIdPreviousFrameIsAlive;
+ bool ActiveIdPreviousFrameHasBeenEditedBefore;
+ ImGuiWindow* ActiveIdPreviousFrameWindow;
+ ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
+ float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
+
+ // Input Ownership
+ bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
+ ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
+ ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+ ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetActiveIdUsingKey(ImGuiKey_Escape); SetActiveIdUsingKey(ImGuiKey_NavGamepadCancel);'
+#endif
+
+ // Next window/item data
+ ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
+ ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
+ ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
+ ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
+
+ // Shared stacks
+ ImVector<ImGuiColorMod> ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin()
+ ImVector<ImGuiStyleMod> StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin()
+ ImVector<ImFont*> FontStack; // Stack for PushFont()/PopFont() - inherited by Begin()
+ ImVector<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window
+ ImVector<ImGuiItemFlags>ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()
+ ImVector<ImGuiGroupData>GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin()
+ ImVector<ImGuiPopupData>OpenPopupStack; // Which popups are open (persistent)
+ ImVector<ImGuiPopupData>BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame)
+ int BeginMenuCount;
+
+ // Viewports
+ ImVector<ImGuiViewportP*> Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData.
+ float CurrentDpiScale; // == CurrentViewport->DpiScale
+ ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport()
+ ImGuiViewportP* MouseViewport;
+ ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag.
+ ImGuiID PlatformLastFocusedViewportId;
+ ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information.
+ int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter
+
+ // Gamepad/keyboard Navigation
+ ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
+ ImGuiID NavId; // Focused item for navigation
+ ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
+ ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
+ ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
+ ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
+ ImGuiID NavActivateInputId; // ~~ IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadInput) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
+ ImGuiActivateFlags NavActivateFlags;
+ ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
+ ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
+ ImGuiModFlags NavJustMovedToKeyMods;
+ ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
+ ImGuiActivateFlags NavNextActivateFlags;
+ ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
+ ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
+ bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid
+ bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default)
+ bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover)
+ bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again.
+
+ // Navigation: Init & Move Requests
+ bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd()
+ bool NavInitRequest; // Init request for appearing window to select first item
+ bool NavInitRequestFromMove;
+ ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)
+ ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window)
+ bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame()
+ bool NavMoveScoringItems; // Move request submitted, still scoring incoming items
+ bool NavMoveForwardToNextFrame;
+ ImGuiNavMoveFlags NavMoveFlags;
+ ImGuiScrollFlags NavMoveScrollFlags;
+ ImGuiModFlags NavMoveKeyMods;
+ ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
+ ImGuiDir NavMoveDirForDebug;
+ ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
+ ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
+ ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted
+ int NavScoringDebugCount; // Metrics for debugging
+ int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id
+ int NavTabbingCounter; // >0 when counting items for tabbing
+ ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
+ ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
+ ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
+ ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy
+
+ // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
+ ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
+ ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
+ ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
+ float NavWindowingTimer;
+ float NavWindowingHighlightAlpha;
+ bool NavWindowingToggleLayer;
+ ImVec2 NavWindowingAccumDeltaPos;
+ ImVec2 NavWindowingAccumDeltaSize;
+
+ // Render
+ float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
+ ImGuiMouseCursor MouseCursor;
+
+ // Drag and Drop
+ bool DragDropActive;
+ bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source.
+ bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target.
+ ImGuiDragDropFlags DragDropSourceFlags;
+ int DragDropSourceFrameCount;
+ int DragDropMouseButton;
+ ImGuiPayload DragDropPayload;
+ ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping)
+ ImGuiID DragDropTargetId;
+ ImGuiDragDropFlags DragDropAcceptFlags;
+ float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface)
+ ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload)
+ ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets)
+ int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source
+ ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press.
+ ImVector<unsigned char> DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size
+ unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads
+
+ // Clipper
+ int ClipperTempDataStacked;
+ ImVector<ImGuiListClipperData> ClipperTempData;
+
+ // Tables
+ ImGuiTable* CurrentTable;
+ int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size)
+ ImVector<ImGuiTableTempData> TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting)
+ ImPool<ImGuiTable> Tables; // Persistent table data
+ ImVector<float> TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC)
+ ImVector<ImDrawChannel> DrawChannelsTempMergeBuffer;
+
+ // Tab bars
+ ImGuiTabBar* CurrentTabBar;
+ ImPool<ImGuiTabBar> TabBars;
+ ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;
+ ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
+
+ // Widget state
+ ImVec2 MouseLastValidPos;
+ ImGuiInputTextState InputTextState;
+ ImFont InputTextPasswordFont;
+ ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
+ ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
+ float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips
+ float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips
+ ImU32 ColorEditLastColor; // RGB value with alpha set to 0.
+ ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
+ ImGuiComboPreviewData ComboPreviewData;
+ float SliderGrabClickOffset;
+ float SliderCurrentAccum; // Accumulated slider delta when using navigation controls.
+ bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it?
+ bool DragCurrentAccumDirty;
+ float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
+ float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
+ float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
+ float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled()
+ short DisabledStackSize;
+ short TooltipOverrideCount;
+ float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work)
+ ImVector<char> ClipboardHandlerData; // If no custom clipboard handler is defined
+ ImVector<ImGuiID> MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once
+
+ // Platform support
+ ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
+ ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn
+ ImGuiID PlatformImeViewport;
+ char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point
+
+ // Extensions
+ // FIXME: We could provide an API to register one slot in an array held in ImGuiContext?
+ ImGuiDockContext DockContext;
+
+ // Settings
+ bool SettingsLoaded;
+ float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero
+ ImGuiTextBuffer SettingsIniData; // In memory .ini settings
+ ImVector<ImGuiSettingsHandler> SettingsHandlers; // List of .ini settings handlers
+ ImChunkStream<ImGuiWindowSettings> SettingsWindows; // ImGuiWindow .ini settings entries
+ ImChunkStream<ImGuiTableSettings> SettingsTables; // ImGuiTable .ini settings entries
+ ImVector<ImGuiContextHook> Hooks; // Hooks for extensions (e.g. test engine)
+ ImGuiID HookIdNext; // Next available HookId
+
+ // Capture/Logging
+ bool LogEnabled; // Currently capturing
+ ImGuiLogType LogType; // Capture target
+ ImFileHandle LogFile; // If != NULL log to stdout/ file
+ ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators.
+ const char* LogNextPrefix;
+ const char* LogNextSuffix;
+ float LogLinePosY;
+ bool LogLineFirstItem;
+ int LogDepthRef;
+ int LogDepthToExpand;
+ int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
+
+ // Debug Tools
+ ImGuiDebugLogFlags DebugLogFlags;
+ ImGuiTextBuffer DebugLogBuf;
+ bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
+ ImU8 DebugItemPickerMouseButton;
+ ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID
+ ImGuiMetricsConfig DebugMetricsConfig;
+ ImGuiStackTool DebugStackTool;
+
+ // Misc
+ float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames..
+ int FramerateSecPerFrameIdx;
+ int FramerateSecPerFrameCount;
+ float FramerateSecPerFrameAccum;
+ int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.
+ int WantCaptureKeyboardNextFrame; // "
+ int WantTextInputNextFrame;
+ ImVector<char> TempBuffer; // Temporary text buffer
+
+ ImGuiContext(ImFontAtlas* shared_font_atlas)
+ {
+ Initialized = false;
+ ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None;
+ FontAtlasOwnedByContext = shared_font_atlas ? false : true;
+ Font = NULL;
+ FontSize = FontBaseSize = 0.0f;
+ IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)();
+ Time = 0.0f;
+ FrameCount = 0;
+ FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1;
+ WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
+ GcCompactAll = false;
+ TestEngineHookItems = false;
+ TestEngine = NULL;
+
+ WindowsActiveCount = 0;
+ CurrentWindow = NULL;
+ HoveredWindow = NULL;
+ HoveredWindowUnderMovingWindow = NULL;
+ HoveredDockNode = NULL;
+ MovingWindow = NULL;
+ WheelingWindow = NULL;
+ WheelingWindowTimer = 0.0f;
+
+ DebugHookIdInfo = 0;
+ HoveredId = HoveredIdPreviousFrame = 0;
+ HoveredIdAllowOverlap = false;
+ HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;
+ HoveredIdDisabled = false;
+ HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
+ ActiveId = 0;
+ ActiveIdIsAlive = 0;
+ ActiveIdTimer = 0.0f;
+ ActiveIdIsJustActivated = false;
+ ActiveIdAllowOverlap = false;
+ ActiveIdNoClearOnFocusLoss = false;
+ ActiveIdHasBeenPressedBefore = false;
+ ActiveIdHasBeenEditedBefore = false;
+ ActiveIdHasBeenEditedThisFrame = false;
+ ActiveIdClickOffset = ImVec2(-1, -1);
+ ActiveIdWindow = NULL;
+ ActiveIdSource = ImGuiInputSource_None;
+ ActiveIdMouseButton = -1;
+ ActiveIdPreviousFrame = 0;
+ ActiveIdPreviousFrameIsAlive = false;
+ ActiveIdPreviousFrameHasBeenEditedBefore = false;
+ ActiveIdPreviousFrameWindow = NULL;
+ LastActiveId = 0;
+ LastActiveIdTimer = 0.0f;
+
+ ActiveIdUsingMouseWheel = false;
+ ActiveIdUsingNavDirMask = 0x00;
+ ActiveIdUsingKeyInputMask.ClearAllBits();
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+ ActiveIdUsingNavInputMask = 0x00;
+#endif
+
+ CurrentItemFlags = ImGuiItemFlags_None;
+ BeginMenuCount = 0;
+
+ CurrentDpiScale = 0.0f;
+ CurrentViewport = NULL;
+ MouseViewport = MouseLastHoveredViewport = NULL;
+ PlatformLastFocusedViewportId = 0;
+ ViewportFrontMostStampCount = 0;
+
+ NavWindow = NULL;
+ NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
+ NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
+ NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
+ NavJustMovedToKeyMods = ImGuiModFlags_None;
+ NavInputSource = ImGuiInputSource_None;
+ NavLayer = ImGuiNavLayer_Main;
+ NavIdIsAlive = false;
+ NavMousePosDirty = false;
+ NavDisableHighlight = true;
+ NavDisableMouseHover = false;
+ NavAnyRequest = false;
+ NavInitRequest = false;
+ NavInitRequestFromMove = false;
+ NavInitResultId = 0;
+ NavMoveSubmitted = false;
+ NavMoveScoringItems = false;
+ NavMoveForwardToNextFrame = false;
+ NavMoveFlags = ImGuiNavMoveFlags_None;
+ NavMoveScrollFlags = ImGuiScrollFlags_None;
+ NavMoveKeyMods = ImGuiModFlags_None;
+ NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
+ NavScoringDebugCount = 0;
+ NavTabbingDir = 0;
+ NavTabbingCounter = 0;
+
+ NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
+ NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
+ NavWindowingToggleLayer = false;
+
+ DimBgRatio = 0.0f;
+ MouseCursor = ImGuiMouseCursor_Arrow;
+
+ DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;
+ DragDropSourceFlags = ImGuiDragDropFlags_None;
+ DragDropSourceFrameCount = -1;
+ DragDropMouseButton = -1;
+ DragDropTargetId = 0;
+ DragDropAcceptFlags = ImGuiDragDropFlags_None;
+ DragDropAcceptIdCurrRectSurface = 0.0f;
+ DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0;
+ DragDropAcceptFrameCount = -1;
+ DragDropHoldJustPressedId = 0;
+ memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
+
+ ClipperTempDataStacked = 0;
+
+ CurrentTable = NULL;
+ TablesTempDataStacked = 0;
+ CurrentTabBar = NULL;
+
+ TempInputId = 0;
+ ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
+ ColorEditLastHue = ColorEditLastSat = 0.0f;
+ ColorEditLastColor = 0;
+ SliderGrabClickOffset = 0.0f;
+ SliderCurrentAccum = 0.0f;
+ SliderCurrentAccumDirty = false;
+ DragCurrentAccumDirty = false;
+ DragCurrentAccum = 0.0f;
+ DragSpeedDefaultRatio = 1.0f / 100.0f;
+ DisabledAlphaBackup = 0.0f;
+ DisabledStackSize = 0;
+ ScrollbarClickDeltaToGrabCenter = 0.0f;
+ TooltipOverrideCount = 0;
+ TooltipSlowDelay = 0.50f;
+
+ PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
+ PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
+ PlatformImeViewport = 0;
+ PlatformLocaleDecimalPoint = '.';
+
+ SettingsLoaded = false;
+ SettingsDirtyTimer = 0.0f;
+ HookIdNext = 0;
+
+ LogEnabled = false;
+ LogType = ImGuiLogType_None;
+ LogNextPrefix = LogNextSuffix = NULL;
+ LogFile = NULL;
+ LogLinePosY = FLT_MAX;
+ LogLineFirstItem = false;
+ LogDepthRef = 0;
+ LogDepthToExpand = LogDepthToExpandDefault = 2;
+
+ DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY;
+ DebugItemPickerActive = false;
+ DebugItemPickerMouseButton = ImGuiMouseButton_Left;
+ DebugItemPickerBreakId = 0;
+
+ memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
+ FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
+ FramerateSecPerFrameAccum = 0.0f;
+ WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
+ }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGuiWindowTempData, ImGuiWindow
+//-----------------------------------------------------------------------------
+
+// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
+// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..)
+// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin)
+struct IMGUI_API ImGuiWindowTempData
+{
+ // Layout
+ ImVec2 CursorPos; // Current emitting position, in absolute coordinates.
+ ImVec2 CursorPosPrevLine;
+ ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding.
+ ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame.
+ ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame.
+ ImVec2 CurrLineSize;
+ ImVec2 PrevLineSize;
+ float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
+ float PrevLineTextBaseOffset;
+ bool IsSameLine;
+ ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
+ ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
+ ImVec1 GroupOffset;
+ ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area.
+
+ // Keyboard/Gamepad navigation
+ ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
+ short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
+ short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
+ ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
+ bool NavHideHighlightOneFrame;
+ bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
+
+ // Miscellaneous
+ bool MenuBarAppending; // FIXME: Remove this
+ ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs.
+ ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement
+ int TreeDepth; // Current tree depth.
+ ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary.
+ ImVector<ImGuiWindow*> ChildWindows;
+ ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state)
+ ImGuiOldColumns* CurrentColumns; // Current columns set
+ int CurrentTableIdx; // Current table index (into g.Tables)
+ ImGuiLayoutType LayoutType;
+ ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin()
+
+ // Local parameters stacks
+ // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
+ float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window).
+ float TextWrapPos; // Current text wrap pos.
+ ImVector<float> ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth)
+ ImVector<float> TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos)
+};
+
+// Storage for one window
+struct IMGUI_API ImGuiWindow
+{
+ char* Name; // Window name, owned by the window.
+ ImGuiID ID; // == ImHashStr(Name)
+ ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_
+ ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass()
+ ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.
+ ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive)
+ ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive)
+ int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor
+ ImVec2 Pos; // Position (always rounded-up to nearest pixel)
+ ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
+ ImVec2 SizeFull; // Size when non collapsed
+ ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding.
+ ImVec2 ContentSizeIdeal;
+ ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize().
+ ImVec2 WindowPadding; // Window padding at the time of Begin().
+ float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.
+ float WindowBorderSize; // Window border size at the time of Begin().
+ int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
+ ImGuiID MoveId; // == window->GetID("#MOVE")
+ ImGuiID TabId; // == window->GetID("#TAB")
+ ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
+ ImVec2 Scroll;
+ ImVec2 ScrollMax;
+ ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change)
+ ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered
+ ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold
+ ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar.
+ bool ScrollbarX, ScrollbarY; // Are scrollbars visible?
+ bool ViewportOwned;
+ bool Active; // Set to true on Begin(), unless Collapsed
+ bool WasActive;
+ bool WriteAccessed; // Set to true when any widget access the current window
+ bool Collapsed; // Set when collapsing window to become only title-bar
+ bool WantCollapseToggle;
+ bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed)
+ bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
+ bool Hidden; // Do not display (== HiddenFrames*** > 0)
+ bool IsFallbackWindow; // Set on the "Debug##Default" window.
+ bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked()
+ bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
+ signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
+ short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
+ short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
+ short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
+ short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
+ ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling)
+ ImS8 AutoFitFramesX, AutoFitFramesY;
+ ImS8 AutoFitChildAxises;
+ bool AutoFitOnlyGrows;
+ ImGuiDir AutoPosLastDirection;
+ ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames
+ ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size
+ ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only
+ ImS8 DisableInputsFrames; // Disable window interactions for N frames
+ ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use.
+ ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use.
+ ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use.
+ ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use.
+ ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size)
+ ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right.
+
+ ImVector<ImGuiID> IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure)
+ ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name.
+
+ // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer.
+ // The main 'OuterRect', omitted as a field, is window->Rect().
+ ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window.
+ ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar)
+ ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect.
+ ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward).
+ ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack?
+ ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back().
+ ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on.
+ ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window.
+ ImVec2ih HitTestHoleOffset;
+
+ int LastFrameActive; // Last frame number the window was Active.
+ int LastFrameJustFocused; // Last frame number the window was made Focused.
+ float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there)
+ float ItemWidthDefault;
+ ImGuiStorage StateStorage;
+ ImVector<ImGuiOldColumns> ColumnsStorage;
+ float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale()
+ float FontDpiScale;
+ int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back)
+
+ ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer)
+ ImDrawList DrawListInst;
+ ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL.
+ ImGuiWindow* ParentWindowInBeginStack;
+ ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
+ ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
+ ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes.
+ ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
+ ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
+
+ ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
+ ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
+ ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
+
+ int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
+ int MemoryDrawListVtxCapacity;
+ bool MemoryCompacted; // Set when window extraneous data have been garbage collected
+
+ // Docking
+ bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1).
+ bool DockNodeIsVisible :1;
+ bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected?
+ bool DockTabWantClose :1;
+ short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible.
+ ImGuiWindowDockStyle DockStyle;
+ ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden.
+ ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows)
+ ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more
+ ImGuiItemStatusFlags DockTabItemStatusFlags;
+ ImRect DockTabItemRect;
+
+public:
+ ImGuiWindow(ImGuiContext* context, const char* name);
+ ~ImGuiWindow();
+
+ ImGuiID GetID(const char* str, const char* str_end = NULL);
+ ImGuiID GetID(const void* ptr);
+ ImGuiID GetID(int n);
+ ImGuiID GetIDFromRectangle(const ImRect& r_abs);
+
+ // We don't use g.FontSize because the window may be != g.CurrentWidow.
+ ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
+ float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }
+ float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; }
+ ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); }
+ float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; }
+ ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Tab bar, Tab item support
+//-----------------------------------------------------------------------------
+
+// Extend ImGuiTabBarFlags_
+enum ImGuiTabBarFlagsPrivate_
+{
+ ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]
+ ImGuiTabBarFlags_IsFocused = 1 << 21,
+ ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
+};
+
+// Extend ImGuiTabItemFlags_
+enum ImGuiTabItemFlagsPrivate_
+{
+ ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,
+ ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
+ ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button
+ ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window.
+ ImGuiTabItemFlags_Preview = 1 << 23, // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar)
+};
+
+// Storage for one active tab item (sizeof() 48 bytes)
+struct ImGuiTabItem
+{
+ ImGuiID ID;
+ ImGuiTabItemFlags Flags;
+ ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window.
+ int LastFrameVisible;
+ int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance
+ float Offset; // Position relative to beginning of tab
+ float Width; // Width currently displayed
+ float ContentWidth; // Width of label, stored during BeginTabItem() call
+ float RequestedWidth; // Width optionally requested by caller, -1.0f is unused
+ ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
+ ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
+ ImS16 IndexDuringLayout; // Index only used during TabBarLayout()
+ bool WantClose; // Marked as closed by SetTabItemClosed()
+
+ ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }
+};
+
+// Storage for a tab bar (sizeof() 152 bytes)
+struct IMGUI_API ImGuiTabBar
+{
+ ImVector<ImGuiTabItem> Tabs;
+ ImGuiTabBarFlags Flags;
+ ImGuiID ID; // Zero for tab-bars used by docking
+ ImGuiID SelectedTabId; // Selected tab/window
+ ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation
+ ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview)
+ int CurrFrameVisible;
+ int PrevFrameVisible;
+ ImRect BarRect;
+ float CurrTabsContentsHeight;
+ float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar
+ float WidthAllTabs; // Actual width of all tabs (locked during layout)
+ float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped
+ float ScrollingAnim;
+ float ScrollingTarget;
+ float ScrollingTargetDistToVisibility;
+ float ScrollingSpeed;
+ float ScrollingRectMinX;
+ float ScrollingRectMaxX;
+ ImGuiID ReorderRequestTabId;
+ ImS16 ReorderRequestOffset;
+ ImS8 BeginCount;
+ bool WantLayout;
+ bool VisibleTabWasSubmitted;
+ bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame
+ ImS16 TabsActiveCount; // Number of tabs submitted this frame.
+ ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem()
+ float ItemSpacingY;
+ ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar()
+ ImVec2 BackupCursorPos;
+ ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer.
+
+ ImGuiTabBar();
+ int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); }
+ const char* GetTabName(const ImGuiTabItem* tab) const
+ {
+ if (tab->Window)
+ return tab->Window->Name;
+ IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);
+ return TabsNames.Buf.Data + tab->NameOffset;
+ }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] Table support
+//-----------------------------------------------------------------------------
+
+#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
+#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
+#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels()
+
+// Our current column maximum is 64 but we may raise that in the future.
+typedef ImS8 ImGuiTableColumnIdx;
+typedef ImU8 ImGuiTableDrawChannelIdx;
+
+// [Internal] sizeof() ~ 104
+// We use the terminology "Enabled" to refer to a column that is not Hidden by user/api.
+// We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping.
+// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped".
+struct ImGuiTableColumn
+{
+ ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_
+ float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space.
+ float MinX; // Absolute positions
+ float MaxX;
+ float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout()
+ float WidthAuto; // Automatic width
+ float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially.
+ float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_).
+ ImRect ClipRect; // Clipping rectangle for the column
+ ImGuiID UserID; // Optional, value passed to TableSetupColumn()
+ float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column
+ float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2)
+ float ItemWidth; // Current item width for the column, preserved across rows
+ float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width.
+ float ContentMaxXUnfrozen;
+ float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls
+ float ContentMaxXHeadersIdeal;
+ ImS16 NameOffset; // Offset into parent ColumnsNames[]
+ ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users)
+ ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder)
+ ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column
+ ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column
+ ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort
+ ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[]
+ ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers)
+ ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows
+ bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0
+ bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling).
+ bool IsUserEnabledNextFrame;
+ bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled).
+ bool IsVisibleY;
+ bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not.
+ bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen).
+ bool IsPreserveWidthAuto;
+ ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte
+ ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit
+ ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem
+ ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending
+ ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3)
+ ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each)
+ ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each)
+
+ ImGuiTableColumn()
+ {
+ memset(this, 0, sizeof(*this));
+ StretchWeight = WidthRequest = -1.0f;
+ NameOffset = -1;
+ DisplayOrder = IndexWithinEnabledSet = -1;
+ PrevEnabledColumn = NextEnabledColumn = -1;
+ SortOrder = -1;
+ SortDirection = ImGuiSortDirection_None;
+ DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1;
+ }
+};
+
+// Transient cell data stored per row.
+// sizeof() ~ 6
+struct ImGuiTableCellData
+{
+ ImU32 BgColor; // Actual color
+ ImGuiTableColumnIdx Column; // Column number
+};
+
+// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs, does that needs they could be moved to ImGuiTableTempData ?)
+struct ImGuiTableInstanceData
+{
+ float LastOuterHeight; // Outer height from last frame // FIXME: multi-instance issue (#3955)
+ float LastFirstRowHeight; // Height of first row from last frame // FIXME: possible multi-instance issue?
+
+ ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = 0.0f; }
+};
+
+// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData
+struct IMGUI_API ImGuiTable
+{
+ ImGuiID ID;
+ ImGuiTableFlags Flags;
+ void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[]
+ ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[]
+ ImSpan<ImGuiTableColumn> Columns; // Point within RawData[]
+ ImSpan<ImGuiTableColumnIdx> DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1)
+ ImSpan<ImGuiTableCellData> RowCellData; // Point within RawData[]. Store cells background requests for current row.
+ ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map
+ ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data
+ ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)
+ ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items)
+ ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order)
+ int SettingsOffset; // Offset in g.SettingsTables
+ int LastFrameActive;
+ int ColumnsCount; // Number of columns declared in BeginTable()
+ int CurrentRow;
+ int CurrentColumn;
+ ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched.
+ ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with
+ float RowPosY1;
+ float RowPosY2;
+ float RowMinHeight; // Height submitted to TableNextRow()
+ float RowTextBaseline;
+ float RowIndentOffsetX;
+ ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_
+ ImGuiTableRowFlags LastRowFlags : 16;
+ int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this.
+ ImU32 RowBgColor[2]; // Background color override for current row.
+ ImU32 BorderColorStrong;
+ ImU32 BorderColorLight;
+ float BorderX1;
+ float BorderX2;
+ float HostIndentX;
+ float MinColumnWidth;
+ float OuterPaddingX;
+ float CellPaddingX; // Padding from each borders
+ float CellPaddingY;
+ float CellSpacingX1; // Spacing between non-bordered cells
+ float CellSpacingX2;
+ float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details.
+ float ColumnsGivenWidth; // Sum of current column width
+ float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window
+ float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns
+ float ResizedColumnNextWidth;
+ float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.
+ float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
+ ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable().
+ ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is
+ ImRect WorkRect;
+ ImRect InnerClipRect;
+ ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
+ ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
+ ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
+ ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
+ ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground()
+ ImGuiWindow* OuterWindow; // Parent window for the table
+ ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window)
+ ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names
+ ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly
+ ImGuiTableInstanceData InstanceDataFirst;
+ ImVector<ImGuiTableInstanceData> InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good.
+ ImGuiTableColumnSortSpecs SortSpecsSingle;
+ ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good.
+ ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
+ ImGuiTableColumnIdx SortSpecsCount;
+ ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount)
+ ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount)
+ ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn()
+ ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column!
+ ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing).
+ ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit.
+ ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0.
+ ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame.
+ ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held.
+ ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared)
+ ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1
+ ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column.
+ ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column.
+ ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column.
+ ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column.
+ ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot
+ ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count
+ ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset)
+ ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count
+ ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset)
+ ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row
+ ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here.
+ ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[]
+ ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen;
+ bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row.
+ bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow().
+ bool IsInitializing;
+ bool IsSortSpecsDirty;
+ bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag.
+ bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted).
+ bool IsSettingsRequestLoad;
+ bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data.
+ bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1)
+ bool IsResetAllRequest;
+ bool IsResetDisplayOrderRequest;
+ bool IsUnfrozenRows; // Set when we got past the frozen row.
+ bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable()
+ bool MemoryCompacted;
+ bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis
+
+ ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; }
+ ~ImGuiTable() { IM_FREE(RawData); }
+};
+
+// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
+// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
+// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
+struct IMGUI_API ImGuiTableTempData
+{
+ int TableIndex; // Index in g.Tables.Buf[] pool
+ float LastTimeActive; // Last timestamp this structure was used
+
+ ImVec2 UserOuterSize; // outer_size.x passed to BeginTable()
+ ImDrawListSplitter DrawSplitter;
+
+ ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable()
+ ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable()
+ ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable()
+ ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable()
+ ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable()
+ ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable()
+ float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable()
+ int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable()
+
+ ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }
+};
+
+// sizeof() ~ 12
+struct ImGuiTableColumnSettings
+{
+ float WidthOrWeight;
+ ImGuiID UserID;
+ ImGuiTableColumnIdx Index;
+ ImGuiTableColumnIdx DisplayOrder;
+ ImGuiTableColumnIdx SortOrder;
+ ImU8 SortDirection : 2;
+ ImU8 IsEnabled : 1; // "Visible" in ini file
+ ImU8 IsStretch : 1;
+
+ ImGuiTableColumnSettings()
+ {
+ WidthOrWeight = 0.0f;
+ UserID = 0;
+ Index = -1;
+ DisplayOrder = SortOrder = -1;
+ SortDirection = ImGuiSortDirection_None;
+ IsEnabled = 1;
+ IsStretch = 0;
+ }
+};
+
+// This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.)
+struct ImGuiTableSettings
+{
+ ImGuiID ID; // Set to 0 to invalidate/delete the setting
+ ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..)
+ float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
+ ImGuiTableColumnIdx ColumnsCount;
+ ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher
+ bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)
+
+ ImGuiTableSettings() { memset(this, 0, sizeof(*this)); }
+ ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); }
+};
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImGui internal API
+// No guarantee of forward compatibility here!
+//-----------------------------------------------------------------------------
+
+namespace ImGui
+{
+ // Windows
+ // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window)
+ // If this ever crash because g.CurrentWindow is NULL it means that either
+ // - ImGui::NewFrame() has never been called, which is illegal.
+ // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal.
+ inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; }
+ inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; }
+ IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id);
+ IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
+ IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
+ IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
+ IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy);
+ IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
+ IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
+ IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
+ IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
+ IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
+ IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
+ IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);
+ inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
+ inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
+
+ // Windows: Display Order and Focus Order
+ IMGUI_API void FocusWindow(ImGuiWindow* window);
+ IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window);
+ IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
+ IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
+ IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
+ IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window);
+ IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window);
+ IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window);
+
+ // Fonts, drawing
+ IMGUI_API void SetCurrentFont(ImFont* font);
+ inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; }
+ inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); }
+
+ // Init
+ IMGUI_API void Initialize();
+ IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
+
+ // NewFrame
+ IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);
+ IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
+ IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
+ IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node);
+ IMGUI_API void UpdateMouseMovingWindowNewFrame();
+ IMGUI_API void UpdateMouseMovingWindowEndFrame();
+
+ // Generic context hooks
+ IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook);
+ IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);
+ IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
+
+ // Viewports
+ IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos);
+ IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale);
+ IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport);
+ IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
+ IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
+ IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport);
+ IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos);
+
+ // Settings
+ IMGUI_API void MarkIniSettingsDirty();
+ IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
+ IMGUI_API void ClearIniSettings();
+ IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
+ IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
+ IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
+ IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler);
+ IMGUI_API void RemoveSettingsHandler(const char* type_name);
+ IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
+
+ // Scrolling
+ IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is
+ IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x);
+ IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y);
+ IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio);
+ IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio);
+
+ // Early work-in-progress API (ScrollToItem() will become public)
+ IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0);
+ IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
+ IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
+//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); }
+//#endif
+
+ // Basic Accessors
+ inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)
+ inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
+ inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }
+ inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
+ inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; }
+ IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window);
+ IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window);
+ IMGUI_API void ClearActiveID();
+ IMGUI_API ImGuiID GetHoveredID();
+ IMGUI_API void SetHoveredID(ImGuiID id);
+ IMGUI_API void KeepAliveID(ImGuiID id);
+ IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function.
+ IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes)
+ IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed);
+
+ // Basic Helpers for widget code
+ IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f);
+ inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min.
+ IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
+ IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
+ IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
+ IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
+ IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
+ IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
+ IMGUI_API void PushMultiItemsWidths(int components, float width_full);
+ IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly)
+ IMGUI_API ImVec2 GetContentRegionMaxAbs();
+ IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
+
+ // Parameter stacks
+ IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
+ IMGUI_API void PopItemFlag();
+
+ // Logging/Capture
+ IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name.
+ IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer
+ IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL);
+ IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix);
+
+ // Popups, Modals, Tooltips
+ IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);
+ IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
+ IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
+ IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
+ IMGUI_API void ClosePopupsExceptModals();
+ IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
+ IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
+ IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
+ IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
+ IMGUI_API ImGuiWindow* GetTopMostPopupModal();
+ IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal();
+ IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
+ IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
+
+ // Menus
+ IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
+ IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true);
+ IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true);
+
+ // Combos
+ IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags);
+ IMGUI_API bool BeginComboPreview();
+ IMGUI_API void EndComboPreview();
+
+ // Gamepad/Keyboard Navigation
+ IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
+ IMGUI_API void NavInitRequestApplyResult();
+ IMGUI_API bool NavMoveRequestButNoResultYet();
+ IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
+ IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
+ IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
+ IMGUI_API void NavMoveRequestCancel();
+ IMGUI_API void NavMoveRequestApplyResult();
+ IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
+ IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
+ IMGUI_API void SetNavWindow(ImGuiWindow* window);
+ IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
+
+ // Focus Scope (WIP)
+ // This is generally used to identify a selection set (multiple of which may be in the same window), as selection
+ // patterns generally need to react (e.g. clear selection) when landing on an item of the set.
+ IMGUI_API void PushFocusScope(ImGuiID id);
+ IMGUI_API void PopFocusScope();
+ inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active
+ inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope()
+
+ // Inputs
+ // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions.
+ inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
+ inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
+ inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
+ IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key);
+ IMGUI_API void SetItemUsingMouseWheel();
+ IMGUI_API void SetActiveIdUsingNavAndKeys();
+ inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
+ inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; }
+ inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); }
+ IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
+ IMGUI_API ImGuiModFlags GetMergedModFlags();
+ IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
+ IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
+ IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
+ IMGUI_API void GetTypematicRepeatRate(ImGuiInputReadFlags flags, float* repeat_delay, float* repeat_rate);
+ IMGUI_API bool IsKeyPressedEx(ImGuiKey key, ImGuiInputReadFlags flags = 0);
+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
+ inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // [removed in 1.87]
+#endif
+
+ // Docking
+ // (some functions are only declared in imgui.cpp, see Docking section)
+ IMGUI_API void DockContextInitialize(ImGuiContext* ctx);
+ IMGUI_API void DockContextShutdown(ImGuiContext* ctx);
+ IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all
+ IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx);
+ IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx);
+ IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx);
+ IMGUI_API void DockContextEndFrame(ImGuiContext* ctx);
+ IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx);
+ IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer);
+ IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window);
+ IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node);
+ IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos);
+ IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node);
+ IMGUI_API void DockNodeEndAmendTabBar();
+ inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; }
+ inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; }
+ inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; }
+ inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); }
+ inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; }
+ IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window);
+ IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open);
+ IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window);
+ IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window);
+ IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond);
+
+ // Docking - Builder function needs to be generally called before the node is used/submitted.
+ // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability.
+ // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame.
+ // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode().
+ // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API.
+ // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node.
+ // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure
+ // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable.
+ // - Call DockBuilderFinish() after you are done.
+ IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id);
+ IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id);
+ inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; }
+ IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0);
+ IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows
+ IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true);
+ IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id).
+ IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos);
+ IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size);
+ IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node.
+ IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs);
+ IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs);
+ IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name);
+ IMGUI_API void DockBuilderFinish(ImGuiID node_id);
+
+ // Drag and Drop
+ IMGUI_API bool IsDragDropActive();
+ IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
+ IMGUI_API void ClearDragDrop();
+ IMGUI_API bool IsDragDropPayloadBeingAccepted();
+
+ // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API)
+ IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect);
+ IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns().
+ IMGUI_API void EndColumns(); // close columns
+ IMGUI_API void PushColumnClipRect(int column_index);
+ IMGUI_API void PushColumnsBackground();
+ IMGUI_API void PopColumnsBackground();
+ IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count);
+ IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id);
+ IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm);
+ IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset);
+
+ // Tables: Candidates for public API
+ IMGUI_API void TableOpenContextMenu(int column_n = -1);
+ IMGUI_API void TableSetColumnWidth(int column_n, float width);
+ IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs);
+ IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.
+ IMGUI_API float TableGetHeaderRowHeight();
+ IMGUI_API void TablePushBackgroundChannel();
+ IMGUI_API void TablePopBackgroundChannel();
+
+ // Tables: Internals
+ inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; }
+ IMGUI_API ImGuiTable* TableFindByID(ImGuiID id);
+ IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f);
+ IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count);
+ IMGUI_API void TableBeginApplyRequests(ImGuiTable* table);
+ IMGUI_API void TableSetupDrawChannels(ImGuiTable* table);
+ IMGUI_API void TableUpdateLayout(ImGuiTable* table);
+ IMGUI_API void TableUpdateBorders(ImGuiTable* table);
+ IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table);
+ IMGUI_API void TableDrawBorders(ImGuiTable* table);
+ IMGUI_API void TableDrawContextMenu(ImGuiTable* table);
+ IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table);
+ IMGUI_API void TableMergeDrawChannels(ImGuiTable* table);
+ inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }
+ IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
+ IMGUI_API void TableSortSpecsBuild(ImGuiTable* table);
+ IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column);
+ IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column);
+ IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column);
+ IMGUI_API void TableBeginRow(ImGuiTable* table);
+ IMGUI_API void TableEndRow(ImGuiTable* table);
+ IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n);
+ IMGUI_API void TableEndCell(ImGuiTable* table);
+ IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n);
+ IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n);
+ IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0);
+ IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n);
+ IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n);
+ IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table);
+ IMGUI_API void TableRemove(ImGuiTable* table);
+ IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table);
+ IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table);
+ IMGUI_API void TableGcCompactSettings();
+
+ // Tables: Settings
+ IMGUI_API void TableLoadSettings(ImGuiTable* table);
+ IMGUI_API void TableSaveSettings(ImGuiTable* table);
+ IMGUI_API void TableResetSettings(ImGuiTable* table);
+ IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table);
+ IMGUI_API void TableSettingsAddSettingsHandler();
+ IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count);
+ IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id);
+
+ // Tab Bars
+ IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node);
+ IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);
+ IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar);
+ IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window);
+ IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id);
+ IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);
+ IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset);
+ IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos);
+ IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar);
+ IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
+ IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button);
+ IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
+ IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);
+
+ // Render helpers
+ // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT.
+ // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally)
+ IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true);
+ IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width);
+ IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);
+ IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL);
+ IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known);
+ IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
+ IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f);
+ IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
+ IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
+ IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
+ IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
+
+ // Render helpers (those functions don't access any ImGui state!)
+ IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
+ IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
+ IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
+ IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
+ IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col);
+ IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
+ IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
+ IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold);
+
+ // Widgets
+ IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
+ IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
+ IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos);
+ IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node);
+ IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
+ IMGUI_API void Scrollbar(ImGuiAxis axis);
+ IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
+ IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col);
+ IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
+ IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
+ IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
+ IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);
+ IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
+ IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
+ IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);
+
+ // Widgets low-level behaviors
+ IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
+ IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);
+ IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
+ IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);
+ IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
+ IMGUI_API void TreePushOverrideID(ImGuiID id);
+ IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open);
+ IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
+
+ // Template functions are instantiated in imgui_widgets.cpp for a finite number of types.
+ // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036).
+ // e.g. " extern template IMGUI_API float RoundScalarWithFormatT<float, float>(const char* format, ImGuiDataType data_type, float v); "
+ template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
+ template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size);
+ template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags);
+ template<typename T, typename SIGNED_T, typename FLOAT_T> IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
+ template<typename T> IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v);
+ template<typename T> IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value);
+
+ // Data type helpers
+ IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type);
+ IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format);
+ IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2);
+ IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format);
+ IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);
+ IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);
+
+ // InputText
+ IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
+ IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags);
+ IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL);
+ inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); }
+ inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
+
+ // Color
+ IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
+ IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags);
+ IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags);
+
+ // Plot
+ IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size);
+
+ // Shade functions (write over already created vertices)
+ IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1);
+ IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
+
+ // Garbage collection
+ IMGUI_API void GcCompactTransientMiscBuffers();
+ IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
+ IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
+
+ // Debug Log
+ IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1);
+ IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
+
+ // Debug Tools
+ IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
+ IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
+ inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }
+ inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
+ IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
+ IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
+ IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
+ IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label);
+ IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label);
+ IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
+ IMGUI_API void DebugNodeFont(ImFont* font);
+ IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);
+ IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);
+ IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
+ IMGUI_API void DebugNodeTable(ImGuiTable* table);
+ IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings);
+ IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state);
+ IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);
+ IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);
+ IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
+ IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);
+ IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport);
+ IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
+
+ // Obsolete functions
+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
+ inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89
+
+ // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
+ // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
+ // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
+ // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP)
+ // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
+ inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
+ inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
+#endif
+
+} // namespace ImGui
+
+
+//-----------------------------------------------------------------------------
+// [SECTION] ImFontAtlas internal API
+//-----------------------------------------------------------------------------
+
+// This structure is likely to evolve as we add support for incremental atlas updates
+struct ImFontBuilderIO
+{
+ bool (*FontBuilder_Build)(ImFontAtlas* atlas);
+};
+
+// Helper for font builder
+#ifdef IMGUI_ENABLE_STB_TRUETYPE
+IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();
+#endif
+IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);
+IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
+IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
+IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas);
+IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value);
+IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value);
+IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor);
+IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride);
+
+//-----------------------------------------------------------------------------
+// [SECTION] Test Engine specific hooks (imgui_test_engine)
+//-----------------------------------------------------------------------------
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
+extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags);
+extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...);
+extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id);
+
+#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box
+#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
+#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
+#else
+#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0)
+#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g)
+#endif
+
+//-----------------------------------------------------------------------------
+
+#if defined(__clang__)
+#pragma clang diagnostic pop
+#elif defined(__GNUC__)
+#pragma GCC diagnostic pop
+#endif
+
+#ifdef _MSC_VER
+#pragma warning (pop)
+#endif
+
+#endif // #ifndef IMGUI_DISABLE
+
diff --git a/dependencies/include/imgui/imstb_rectpack.h b/dependencies/include/imgui/imstb_rectpack.h
new file mode 100644
index 0000000..f6917e7
--- /dev/null
+++ b/dependencies/include/imgui/imstb_rectpack.h
@@ -0,0 +1,627 @@
+// [DEAR IMGUI]
+// This is a slightly modified version of stb_rect_pack.h 1.01.
+// Grep for [DEAR IMGUI] to find the changes.
+//
+// stb_rect_pack.h - v1.01 - public domain - rectangle packing
+// Sean Barrett 2014
+//
+// Useful for e.g. packing rectangular textures into an atlas.
+// Does not do rotation.
+//
+// Before #including,
+//
+// #define STB_RECT_PACK_IMPLEMENTATION
+//
+// in the file that you want to have the implementation.
+//
+// Not necessarily the awesomest packing method, but better than
+// the totally naive one in stb_truetype (which is primarily what
+// this is meant to replace).
+//
+// Has only had a few tests run, may have issues.
+//
+// More docs to come.
+//
+// No memory allocations; uses qsort() and assert() from stdlib.
+// Can override those by defining STBRP_SORT and STBRP_ASSERT.
+//
+// This library currently uses the Skyline Bottom-Left algorithm.
+//
+// Please note: better rectangle packers are welcome! Please
+// implement them to the same API, but with a different init
+// function.
+//
+// Credits
+//
+// Library
+// Sean Barrett
+// Minor features
+// Martins Mozeiko
+// github:IntellectualKitty
+//
+// Bugfixes / warning fixes
+// Jeremy Jaussaud
+// Fabian Giesen
+//
+// Version history:
+//
+// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
+// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
+// 0.99 (2019-02-07) warning fixes
+// 0.11 (2017-03-03) return packing success/fail result
+// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
+// 0.09 (2016-08-27) fix compiler warnings
+// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
+// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
+// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
+// 0.05: added STBRP_ASSERT to allow replacing assert
+// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
+// 0.01: initial release
+//
+// LICENSE
+//
+// See end of file for license information.
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// INCLUDE SECTION
+//
+
+#ifndef STB_INCLUDE_STB_RECT_PACK_H
+#define STB_INCLUDE_STB_RECT_PACK_H
+
+#define STB_RECT_PACK_VERSION 1
+
+#ifdef STBRP_STATIC
+#define STBRP_DEF static
+#else
+#define STBRP_DEF extern
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+typedef struct stbrp_context stbrp_context;
+typedef struct stbrp_node stbrp_node;
+typedef struct stbrp_rect stbrp_rect;
+
+typedef int stbrp_coord;
+
+#define STBRP__MAXVAL 0x7fffffff
+// Mostly for internal use, but this is the maximum supported coordinate value.
+
+STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
+// Assign packed locations to rectangles. The rectangles are of type
+// 'stbrp_rect' defined below, stored in the array 'rects', and there
+// are 'num_rects' many of them.
+//
+// Rectangles which are successfully packed have the 'was_packed' flag
+// set to a non-zero value and 'x' and 'y' store the minimum location
+// on each axis (i.e. bottom-left in cartesian coordinates, top-left
+// if you imagine y increasing downwards). Rectangles which do not fit
+// have the 'was_packed' flag set to 0.
+//
+// You should not try to access the 'rects' array from another thread
+// while this function is running, as the function temporarily reorders
+// the array while it executes.
+//
+// To pack into another rectangle, you need to call stbrp_init_target
+// again. To continue packing into the same rectangle, you can call
+// this function again. Calling this multiple times with multiple rect
+// arrays will probably produce worse packing results than calling it
+// a single time with the full rectangle array, but the option is
+// available.
+//
+// The function returns 1 if all of the rectangles were successfully
+// packed and 0 otherwise.
+
+struct stbrp_rect
+{
+ // reserved for your use:
+ int id;
+
+ // input:
+ stbrp_coord w, h;
+
+ // output:
+ stbrp_coord x, y;
+ int was_packed; // non-zero if valid packing
+
+}; // 16 bytes, nominally
+
+
+STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
+// Initialize a rectangle packer to:
+// pack a rectangle that is 'width' by 'height' in dimensions
+// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
+//
+// You must call this function every time you start packing into a new target.
+//
+// There is no "shutdown" function. The 'nodes' memory must stay valid for
+// the following stbrp_pack_rects() call (or calls), but can be freed after
+// the call (or calls) finish.
+//
+// Note: to guarantee best results, either:
+// 1. make sure 'num_nodes' >= 'width'
+// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
+//
+// If you don't do either of the above things, widths will be quantized to multiples
+// of small integers to guarantee the algorithm doesn't run out of temporary storage.
+//
+// If you do #2, then the non-quantized algorithm will be used, but the algorithm
+// may run out of temporary storage and be unable to pack some rectangles.
+
+STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
+// Optionally call this function after init but before doing any packing to
+// change the handling of the out-of-temp-memory scenario, described above.
+// If you call init again, this will be reset to the default (false).
+
+
+STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
+// Optionally select which packing heuristic the library should use. Different
+// heuristics will produce better/worse results for different data sets.
+// If you call init again, this will be reset to the default.
+
+enum
+{
+ STBRP_HEURISTIC_Skyline_default=0,
+ STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
+ STBRP_HEURISTIC_Skyline_BF_sortHeight
+};
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// the details of the following structures don't matter to you, but they must
+// be visible so you can handle the memory allocations for them
+
+struct stbrp_node
+{
+ stbrp_coord x,y;
+ stbrp_node *next;
+};
+
+struct stbrp_context
+{
+ int width;
+ int height;
+ int align;
+ int init_mode;
+ int heuristic;
+ int num_nodes;
+ stbrp_node *active_head;
+ stbrp_node *free_head;
+ stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// IMPLEMENTATION SECTION
+//
+
+#ifdef STB_RECT_PACK_IMPLEMENTATION
+#ifndef STBRP_SORT
+#include <stdlib.h>
+#define STBRP_SORT qsort
+#endif
+
+#ifndef STBRP_ASSERT
+#include <assert.h>
+#define STBRP_ASSERT assert
+#endif
+
+#ifdef _MSC_VER
+#define STBRP__NOTUSED(v) (void)(v)
+#define STBRP__CDECL __cdecl
+#else
+#define STBRP__NOTUSED(v) (void)sizeof(v)
+#define STBRP__CDECL
+#endif
+
+enum
+{
+ STBRP__INIT_skyline = 1
+};
+
+STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
+{
+ switch (context->init_mode) {
+ case STBRP__INIT_skyline:
+ STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
+ context->heuristic = heuristic;
+ break;
+ default:
+ STBRP_ASSERT(0);
+ }
+}
+
+STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
+{
+ if (allow_out_of_mem)
+ // if it's ok to run out of memory, then don't bother aligning them;
+ // this gives better packing, but may fail due to OOM (even though
+ // the rectangles easily fit). @TODO a smarter approach would be to only
+ // quantize once we've hit OOM, then we could get rid of this parameter.
+ context->align = 1;
+ else {
+ // if it's not ok to run out of memory, then quantize the widths
+ // so that num_nodes is always enough nodes.
+ //
+ // I.e. num_nodes * align >= width
+ // align >= width / num_nodes
+ // align = ceil(width/num_nodes)
+
+ context->align = (context->width + context->num_nodes-1) / context->num_nodes;
+ }
+}
+
+STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
+{
+ int i;
+
+ for (i=0; i < num_nodes-1; ++i)
+ nodes[i].next = &nodes[i+1];
+ nodes[i].next = NULL;
+ context->init_mode = STBRP__INIT_skyline;
+ context->heuristic = STBRP_HEURISTIC_Skyline_default;
+ context->free_head = &nodes[0];
+ context->active_head = &context->extra[0];
+ context->width = width;
+ context->height = height;
+ context->num_nodes = num_nodes;
+ stbrp_setup_allow_out_of_mem(context, 0);
+
+ // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
+ context->extra[0].x = 0;
+ context->extra[0].y = 0;
+ context->extra[0].next = &context->extra[1];
+ context->extra[1].x = (stbrp_coord) width;
+ context->extra[1].y = (1<<30);
+ context->extra[1].next = NULL;
+}
+
+// find minimum y position if it starts at x1
+static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
+{
+ stbrp_node *node = first;
+ int x1 = x0 + width;
+ int min_y, visited_width, waste_area;
+
+ STBRP__NOTUSED(c);
+
+ STBRP_ASSERT(first->x <= x0);
+
+ #if 0
+ // skip in case we're past the node
+ while (node->next->x <= x0)
+ ++node;
+ #else
+ STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
+ #endif
+
+ STBRP_ASSERT(node->x <= x0);
+
+ min_y = 0;
+ waste_area = 0;
+ visited_width = 0;
+ while (node->x < x1) {
+ if (node->y > min_y) {
+ // raise min_y higher.
+ // we've accounted for all waste up to min_y,
+ // but we'll now add more waste for everything we've visted
+ waste_area += visited_width * (node->y - min_y);
+ min_y = node->y;
+ // the first time through, visited_width might be reduced
+ if (node->x < x0)
+ visited_width += node->next->x - x0;
+ else
+ visited_width += node->next->x - node->x;
+ } else {
+ // add waste area
+ int under_width = node->next->x - node->x;
+ if (under_width + visited_width > width)
+ under_width = width - visited_width;
+ waste_area += under_width * (min_y - node->y);
+ visited_width += under_width;
+ }
+ node = node->next;
+ }
+
+ *pwaste = waste_area;
+ return min_y;
+}
+
+typedef struct
+{
+ int x,y;
+ stbrp_node **prev_link;
+} stbrp__findresult;
+
+static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
+{
+ int best_waste = (1<<30), best_x, best_y = (1 << 30);
+ stbrp__findresult fr;
+ stbrp_node **prev, *node, *tail, **best = NULL;
+
+ // align to multiple of c->align
+ width = (width + c->align - 1);
+ width -= width % c->align;
+ STBRP_ASSERT(width % c->align == 0);
+
+ // if it can't possibly fit, bail immediately
+ if (width > c->width || height > c->height) {
+ fr.prev_link = NULL;
+ fr.x = fr.y = 0;
+ return fr;
+ }
+
+ node = c->active_head;
+ prev = &c->active_head;
+ while (node->x + width <= c->width) {
+ int y,waste;
+ y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
+ if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
+ // bottom left
+ if (y < best_y) {
+ best_y = y;
+ best = prev;
+ }
+ } else {
+ // best-fit
+ if (y + height <= c->height) {
+ // can only use it if it first vertically
+ if (y < best_y || (y == best_y && waste < best_waste)) {
+ best_y = y;
+ best_waste = waste;
+ best = prev;
+ }
+ }
+ }
+ prev = &node->next;
+ node = node->next;
+ }
+
+ best_x = (best == NULL) ? 0 : (*best)->x;
+
+ // if doing best-fit (BF), we also have to try aligning right edge to each node position
+ //
+ // e.g, if fitting
+ //
+ // ____________________
+ // |____________________|
+ //
+ // into
+ //
+ // | |
+ // | ____________|
+ // |____________|
+ //
+ // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
+ //
+ // This makes BF take about 2x the time
+
+ if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
+ tail = c->active_head;
+ node = c->active_head;
+ prev = &c->active_head;
+ // find first node that's admissible
+ while (tail->x < width)
+ tail = tail->next;
+ while (tail) {
+ int xpos = tail->x - width;
+ int y,waste;
+ STBRP_ASSERT(xpos >= 0);
+ // find the left position that matches this
+ while (node->next->x <= xpos) {
+ prev = &node->next;
+ node = node->next;
+ }
+ STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
+ y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
+ if (y + height <= c->height) {
+ if (y <= best_y) {
+ if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
+ best_x = xpos;
+ //STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
+ best_y = y;
+ best_waste = waste;
+ best = prev;
+ }
+ }
+ }
+ tail = tail->next;
+ }
+ }
+
+ fr.prev_link = best;
+ fr.x = best_x;
+ fr.y = best_y;
+ return fr;
+}
+
+static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
+{
+ // find best position according to heuristic
+ stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
+ stbrp_node *node, *cur;
+
+ // bail if:
+ // 1. it failed
+ // 2. the best node doesn't fit (we don't always check this)
+ // 3. we're out of memory
+ if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
+ res.prev_link = NULL;
+ return res;
+ }
+
+ // on success, create new node
+ node = context->free_head;
+ node->x = (stbrp_coord) res.x;
+ node->y = (stbrp_coord) (res.y + height);
+
+ context->free_head = node->next;
+
+ // insert the new node into the right starting point, and
+ // let 'cur' point to the remaining nodes needing to be
+ // stiched back in
+
+ cur = *res.prev_link;
+ if (cur->x < res.x) {
+ // preserve the existing one, so start testing with the next one
+ stbrp_node *next = cur->next;
+ cur->next = node;
+ cur = next;
+ } else {
+ *res.prev_link = node;
+ }
+
+ // from here, traverse cur and free the nodes, until we get to one
+ // that shouldn't be freed
+ while (cur->next && cur->next->x <= res.x + width) {
+ stbrp_node *next = cur->next;
+ // move the current node to the free list
+ cur->next = context->free_head;
+ context->free_head = cur;
+ cur = next;
+ }
+
+ // stitch the list back in
+ node->next = cur;
+
+ if (cur->x < res.x + width)
+ cur->x = (stbrp_coord) (res.x + width);
+
+#ifdef _DEBUG
+ cur = context->active_head;
+ while (cur->x < context->width) {
+ STBRP_ASSERT(cur->x < cur->next->x);
+ cur = cur->next;
+ }
+ STBRP_ASSERT(cur->next == NULL);
+
+ {
+ int count=0;
+ cur = context->active_head;
+ while (cur) {
+ cur = cur->next;
+ ++count;
+ }
+ cur = context->free_head;
+ while (cur) {
+ cur = cur->next;
+ ++count;
+ }
+ STBRP_ASSERT(count == context->num_nodes+2);
+ }
+#endif
+
+ return res;
+}
+
+static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
+{
+ const stbrp_rect *p = (const stbrp_rect *) a;
+ const stbrp_rect *q = (const stbrp_rect *) b;
+ if (p->h > q->h)
+ return -1;
+ if (p->h < q->h)
+ return 1;
+ return (p->w > q->w) ? -1 : (p->w < q->w);
+}
+
+static int STBRP__CDECL rect_original_order(const void *a, const void *b)
+{
+ const stbrp_rect *p = (const stbrp_rect *) a;
+ const stbrp_rect *q = (const stbrp_rect *) b;
+ return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
+}
+
+STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
+{
+ int i, all_rects_packed = 1;
+
+ // we use the 'was_packed' field internally to allow sorting/unsorting
+ for (i=0; i < num_rects; ++i) {
+ rects[i].was_packed = i;
+ }
+
+ // sort according to heuristic
+ STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
+
+ for (i=0; i < num_rects; ++i) {
+ if (rects[i].w == 0 || rects[i].h == 0) {
+ rects[i].x = rects[i].y = 0; // empty rect needs no space
+ } else {
+ stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
+ if (fr.prev_link) {
+ rects[i].x = (stbrp_coord) fr.x;
+ rects[i].y = (stbrp_coord) fr.y;
+ } else {
+ rects[i].x = rects[i].y = STBRP__MAXVAL;
+ }
+ }
+ }
+
+ // unsort
+ STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
+
+ // set was_packed flags and all_rects_packed status
+ for (i=0; i < num_rects; ++i) {
+ rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
+ if (!rects[i].was_packed)
+ all_rects_packed = 0;
+ }
+
+ // return the all_rects_packed status
+ return all_rects_packed;
+}
+#endif
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/dependencies/include/imgui/imstb_textedit.h b/dependencies/include/imgui/imstb_textedit.h
new file mode 100644
index 0000000..75a159d
--- /dev/null
+++ b/dependencies/include/imgui/imstb_textedit.h
@@ -0,0 +1,1447 @@
+// [DEAR IMGUI]
+// This is a slightly modified version of stb_textedit.h 1.14.
+// Those changes would need to be pushed into nothings/stb:
+// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
+// Grep for [DEAR IMGUI] to find the changes.
+
+// stb_textedit.h - v1.14 - public domain - Sean Barrett
+// Development of this library was sponsored by RAD Game Tools
+//
+// This C header file implements the guts of a multi-line text-editing
+// widget; you implement display, word-wrapping, and low-level string
+// insertion/deletion, and stb_textedit will map user inputs into
+// insertions & deletions, plus updates to the cursor position,
+// selection state, and undo state.
+//
+// It is intended for use in games and other systems that need to build
+// their own custom widgets and which do not have heavy text-editing
+// requirements (this library is not recommended for use for editing large
+// texts, as its performance does not scale and it has limited undo).
+//
+// Non-trivial behaviors are modelled after Windows text controls.
+//
+//
+// LICENSE
+//
+// See end of file for license information.
+//
+//
+// DEPENDENCIES
+//
+// Uses the C runtime function 'memmove', which you can override
+// by defining STB_TEXTEDIT_memmove before the implementation.
+// Uses no other functions. Performs no runtime allocations.
+//
+//
+// VERSION HISTORY
+//
+// 1.14 (2021-07-11) page up/down, various fixes
+// 1.13 (2019-02-07) fix bug in undo size management
+// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
+// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
+// 1.10 (2016-10-25) supress warnings about casting away const with -Wcast-qual
+// 1.9 (2016-08-27) customizable move-by-word
+// 1.8 (2016-04-02) better keyboard handling when mouse button is down
+// 1.7 (2015-09-13) change y range handling in case baseline is non-0
+// 1.6 (2015-04-15) allow STB_TEXTEDIT_memmove
+// 1.5 (2014-09-10) add support for secondary keys for OS X
+// 1.4 (2014-08-17) fix signed/unsigned warnings
+// 1.3 (2014-06-19) fix mouse clicking to round to nearest char boundary
+// 1.2 (2014-05-27) fix some RAD types that had crept into the new code
+// 1.1 (2013-12-15) move-by-word (requires STB_TEXTEDIT_IS_SPACE )
+// 1.0 (2012-07-26) improve documentation, initial public release
+// 0.3 (2012-02-24) bugfixes, single-line mode; insert mode
+// 0.2 (2011-11-28) fixes to undo/redo
+// 0.1 (2010-07-08) initial version
+//
+// ADDITIONAL CONTRIBUTORS
+//
+// Ulf Winklemann: move-by-word in 1.1
+// Fabian Giesen: secondary key inputs in 1.5
+// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6
+// Louis Schnellbach: page up/down in 1.14
+//
+// Bugfixes:
+// Scott Graham
+// Daniel Keller
+// Omar Cornut
+// Dan Thompson
+//
+// USAGE
+//
+// This file behaves differently depending on what symbols you define
+// before including it.
+//
+//
+// Header-file mode:
+//
+// If you do not define STB_TEXTEDIT_IMPLEMENTATION before including this,
+// it will operate in "header file" mode. In this mode, it declares a
+// single public symbol, STB_TexteditState, which encapsulates the current
+// state of a text widget (except for the string, which you will store
+// separately).
+//
+// To compile in this mode, you must define STB_TEXTEDIT_CHARTYPE to a
+// primitive type that defines a single character (e.g. char, wchar_t, etc).
+//
+// To save space or increase undo-ability, you can optionally define the
+// following things that are used by the undo system:
+//
+// STB_TEXTEDIT_POSITIONTYPE small int type encoding a valid cursor position
+// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow
+// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer
+//
+// If you don't define these, they are set to permissive types and
+// moderate sizes. The undo system does no memory allocations, so
+// it grows STB_TexteditState by the worst-case storage which is (in bytes):
+//
+// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT
+// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT
+//
+//
+// Implementation mode:
+//
+// If you define STB_TEXTEDIT_IMPLEMENTATION before including this, it
+// will compile the implementation of the text edit widget, depending
+// on a large number of symbols which must be defined before the include.
+//
+// The implementation is defined only as static functions. You will then
+// need to provide your own APIs in the same file which will access the
+// static functions.
+//
+// The basic concept is that you provide a "string" object which
+// behaves like an array of characters. stb_textedit uses indices to
+// refer to positions in the string, implicitly representing positions
+// in the displayed textedit. This is true for both plain text and
+// rich text; even with rich text stb_truetype interacts with your
+// code as if there was an array of all the displayed characters.
+//
+// Symbols that must be the same in header-file and implementation mode:
+//
+// STB_TEXTEDIT_CHARTYPE the character type
+// STB_TEXTEDIT_POSITIONTYPE small type that is a valid cursor position
+// STB_TEXTEDIT_UNDOSTATECOUNT the number of undo states to allow
+// STB_TEXTEDIT_UNDOCHARCOUNT the number of characters to store in the undo buffer
+//
+// Symbols you must define for implementation mode:
+//
+// STB_TEXTEDIT_STRING the type of object representing a string being edited,
+// typically this is a wrapper object with other data you need
+//
+// STB_TEXTEDIT_STRINGLEN(obj) the length of the string (ideally O(1))
+// STB_TEXTEDIT_LAYOUTROW(&r,obj,n) returns the results of laying out a line of characters
+// starting from character #n (see discussion below)
+// STB_TEXTEDIT_GETWIDTH(obj,n,i) returns the pixel delta from the xpos of the i'th character
+// to the xpos of the i+1'th char for a line of characters
+// starting at character #n (i.e. accounts for kerning
+// with previous char)
+// STB_TEXTEDIT_KEYTOTEXT(k) maps a keyboard input to an insertable character
+// (return type is int, -1 means not valid to insert)
+// STB_TEXTEDIT_GETCHAR(obj,i) returns the i'th character of obj, 0-based
+// STB_TEXTEDIT_NEWLINE the character returned by _GETCHAR() we recognize
+// as manually wordwrapping for end-of-line positioning
+//
+// STB_TEXTEDIT_DELETECHARS(obj,i,n) delete n characters starting at i
+// STB_TEXTEDIT_INSERTCHARS(obj,i,c*,n) insert n characters at i (pointed to by STB_TEXTEDIT_CHARTYPE*)
+//
+// STB_TEXTEDIT_K_SHIFT a power of two that is or'd in to a keyboard input to represent the shift key
+//
+// STB_TEXTEDIT_K_LEFT keyboard input to move cursor left
+// STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right
+// STB_TEXTEDIT_K_UP keyboard input to move cursor up
+// STB_TEXTEDIT_K_DOWN keyboard input to move cursor down
+// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page
+// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page
+// STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME
+// STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END
+// STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME
+// STB_TEXTEDIT_K_TEXTEND keyboard input to move cursor to end of text // e.g. ctrl-END
+// STB_TEXTEDIT_K_DELETE keyboard input to delete selection or character under cursor
+// STB_TEXTEDIT_K_BACKSPACE keyboard input to delete selection or character left of cursor
+// STB_TEXTEDIT_K_UNDO keyboard input to perform undo
+// STB_TEXTEDIT_K_REDO keyboard input to perform redo
+//
+// Optional:
+// STB_TEXTEDIT_K_INSERT keyboard input to toggle insert mode
+// STB_TEXTEDIT_IS_SPACE(ch) true if character is whitespace (e.g. 'isspace'),
+// required for default WORDLEFT/WORDRIGHT handlers
+// STB_TEXTEDIT_MOVEWORDLEFT(obj,i) custom handler for WORDLEFT, returns index to move cursor to
+// STB_TEXTEDIT_MOVEWORDRIGHT(obj,i) custom handler for WORDRIGHT, returns index to move cursor to
+// STB_TEXTEDIT_K_WORDLEFT keyboard input to move cursor left one word // e.g. ctrl-LEFT
+// STB_TEXTEDIT_K_WORDRIGHT keyboard input to move cursor right one word // e.g. ctrl-RIGHT
+// STB_TEXTEDIT_K_LINESTART2 secondary keyboard input to move cursor to start of line
+// STB_TEXTEDIT_K_LINEEND2 secondary keyboard input to move cursor to end of line
+// STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text
+// STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text
+//
+// Keyboard input must be encoded as a single integer value; e.g. a character code
+// and some bitflags that represent shift states. to simplify the interface, SHIFT must
+// be a bitflag, so we can test the shifted state of cursor movements to allow selection,
+// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow.
+//
+// You can encode other things, such as CONTROL or ALT, in additional bits, and
+// then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example,
+// my Windows implementations add an additional CONTROL bit, and an additional KEYDOWN
+// bit. Then all of the STB_TEXTEDIT_K_ values bitwise-or in the KEYDOWN bit,
+// and I pass both WM_KEYDOWN and WM_CHAR events to the "key" function in the
+// API below. The control keys will only match WM_KEYDOWN events because of the
+// keydown bit I add, and STB_TEXTEDIT_KEYTOTEXT only tests for the KEYDOWN
+// bit so it only decodes WM_CHAR events.
+//
+// STB_TEXTEDIT_LAYOUTROW returns information about the shape of one displayed
+// row of characters assuming they start on the i'th character--the width and
+// the height and the number of characters consumed. This allows this library
+// to traverse the entire layout incrementally. You need to compute word-wrapping
+// here.
+//
+// Each textfield keeps its own insert mode state, which is not how normal
+// applications work. To keep an app-wide insert mode, update/copy the
+// "insert_mode" field of STB_TexteditState before/after calling API functions.
+//
+// API
+//
+// void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+//
+// void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+// void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+// int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+// int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
+// void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXEDIT_KEYTYPE key)
+//
+// Each of these functions potentially updates the string and updates the
+// state.
+//
+// initialize_state:
+// set the textedit state to a known good default state when initially
+// constructing the textedit.
+//
+// click:
+// call this with the mouse x,y on a mouse down; it will update the cursor
+// and reset the selection start/end to the cursor point. the x,y must
+// be relative to the text widget, with (0,0) being the top left.
+//
+// drag:
+// call this with the mouse x,y on a mouse drag/up; it will update the
+// cursor and the selection end point
+//
+// cut:
+// call this to delete the current selection; returns true if there was
+// one. you should FIRST copy the current selection to the system paste buffer.
+// (To copy, just copy the current selection out of the string yourself.)
+//
+// paste:
+// call this to paste text at the current cursor point or over the current
+// selection if there is one.
+//
+// key:
+// call this for keyboard inputs sent to the textfield. you can use it
+// for "key down" events or for "translated" key events. if you need to
+// do both (as in Win32), or distinguish Unicode characters from control
+// inputs, set a high bit to distinguish the two; then you can define the
+// various definitions like STB_TEXTEDIT_K_LEFT have the is-key-event bit
+// set, and make STB_TEXTEDIT_KEYTOCHAR check that the is-key-event bit is
+// clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to
+// anything other type you wante before including.
+//
+//
+// When rendering, you can read the cursor position and selection state from
+// the STB_TexteditState.
+//
+//
+// Notes:
+//
+// This is designed to be usable in IMGUI, so it allows for the possibility of
+// running in an IMGUI that has NOT cached the multi-line layout. For this
+// reason, it provides an interface that is compatible with computing the
+// layout incrementally--we try to make sure we make as few passes through
+// as possible. (For example, to locate the mouse pointer in the text, we
+// could define functions that return the X and Y positions of characters
+// and binary search Y and then X, but if we're doing dynamic layout this
+// will run the layout algorithm many times, so instead we manually search
+// forward in one pass. Similar logic applies to e.g. up-arrow and
+// down-arrow movement.)
+//
+// If it's run in a widget that *has* cached the layout, then this is less
+// efficient, but it's not horrible on modern computers. But you wouldn't
+// want to edit million-line files with it.
+
+
+////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////
+////
+//// Header-file mode
+////
+////
+
+#ifndef INCLUDE_STB_TEXTEDIT_H
+#define INCLUDE_STB_TEXTEDIT_H
+
+////////////////////////////////////////////////////////////////////////
+//
+// STB_TexteditState
+//
+// Definition of STB_TexteditState which you should store
+// per-textfield; it includes cursor position, selection state,
+// and undo state.
+//
+
+#ifndef STB_TEXTEDIT_UNDOSTATECOUNT
+#define STB_TEXTEDIT_UNDOSTATECOUNT 99
+#endif
+#ifndef STB_TEXTEDIT_UNDOCHARCOUNT
+#define STB_TEXTEDIT_UNDOCHARCOUNT 999
+#endif
+#ifndef STB_TEXTEDIT_CHARTYPE
+#define STB_TEXTEDIT_CHARTYPE int
+#endif
+#ifndef STB_TEXTEDIT_POSITIONTYPE
+#define STB_TEXTEDIT_POSITIONTYPE int
+#endif
+
+typedef struct
+{
+ // private data
+ STB_TEXTEDIT_POSITIONTYPE where;
+ STB_TEXTEDIT_POSITIONTYPE insert_length;
+ STB_TEXTEDIT_POSITIONTYPE delete_length;
+ int char_storage;
+} StbUndoRecord;
+
+typedef struct
+{
+ // private data
+ StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT];
+ STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT];
+ short undo_point, redo_point;
+ int undo_char_point, redo_char_point;
+} StbUndoState;
+
+typedef struct
+{
+ /////////////////////
+ //
+ // public data
+ //
+
+ int cursor;
+ // position of the text cursor within the string
+
+ int select_start; // selection start point
+ int select_end;
+ // selection start and end point in characters; if equal, no selection.
+ // note that start may be less than or greater than end (e.g. when
+ // dragging the mouse, start is where the initial click was, and you
+ // can drag in either direction)
+
+ unsigned char insert_mode;
+ // each textfield keeps its own insert mode state. to keep an app-wide
+ // insert mode, copy this value in/out of the app state
+
+ int row_count_per_page;
+ // page size in number of row.
+ // this value MUST be set to >0 for pageup or pagedown in multilines documents.
+
+ /////////////////////
+ //
+ // private data
+ //
+ unsigned char cursor_at_end_of_line; // not implemented yet
+ unsigned char initialized;
+ unsigned char has_preferred_x;
+ unsigned char single_line;
+ unsigned char padding1, padding2, padding3;
+ float preferred_x; // this determines where the cursor up/down tries to seek to along x
+ StbUndoState undostate;
+} STB_TexteditState;
+
+
+////////////////////////////////////////////////////////////////////////
+//
+// StbTexteditRow
+//
+// Result of layout query, used by stb_textedit to determine where
+// the text in each row is.
+
+// result of layout query
+typedef struct
+{
+ float x0,x1; // starting x location, end x location (allows for align=right, etc)
+ float baseline_y_delta; // position of baseline relative to previous row's baseline
+ float ymin,ymax; // height of row above and below baseline
+ int num_chars;
+} StbTexteditRow;
+#endif //INCLUDE_STB_TEXTEDIT_H
+
+
+////////////////////////////////////////////////////////////////////////////
+////////////////////////////////////////////////////////////////////////////
+////
+//// Implementation mode
+////
+////
+
+
+// implementation isn't include-guarded, since it might have indirectly
+// included just the "header" portion
+#ifdef STB_TEXTEDIT_IMPLEMENTATION
+
+#ifndef STB_TEXTEDIT_memmove
+#include <string.h>
+#define STB_TEXTEDIT_memmove memmove
+#endif
+
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Mouse input handling
+//
+
+// traverse the layout to locate the nearest character to a display position
+static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y)
+{
+ StbTexteditRow r;
+ int n = STB_TEXTEDIT_STRINGLEN(str);
+ float base_y = 0, prev_x;
+ int i=0, k;
+
+ r.x0 = r.x1 = 0;
+ r.ymin = r.ymax = 0;
+ r.num_chars = 0;
+
+ // search rows to find one that straddles 'y'
+ while (i < n) {
+ STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+ if (r.num_chars <= 0)
+ return n;
+
+ if (i==0 && y < base_y + r.ymin)
+ return 0;
+
+ if (y < base_y + r.ymax)
+ break;
+
+ i += r.num_chars;
+ base_y += r.baseline_y_delta;
+ }
+
+ // below all text, return 'after' last character
+ if (i >= n)
+ return n;
+
+ // check if it's before the beginning of the line
+ if (x < r.x0)
+ return i;
+
+ // check if it's before the end of the line
+ if (x < r.x1) {
+ // search characters in row for one that straddles 'x'
+ prev_x = r.x0;
+ for (k=0; k < r.num_chars; ++k) {
+ float w = STB_TEXTEDIT_GETWIDTH(str, i, k);
+ if (x < prev_x+w) {
+ if (x < prev_x+w/2)
+ return k+i;
+ else
+ return k+i+1;
+ }
+ prev_x += w;
+ }
+ // shouldn't happen, but if it does, fall through to end-of-line case
+ }
+
+ // if the last character is a newline, return that. otherwise return 'after' the last character
+ if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE)
+ return i+r.num_chars-1;
+ else
+ return i+r.num_chars;
+}
+
+// API click: on mouse down, move the cursor to the clicked location, and reset the selection
+static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+{
+ // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
+ // goes off the top or bottom of the text
+ if( state->single_line )
+ {
+ StbTexteditRow r;
+ STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
+ y = r.ymin;
+ }
+
+ state->cursor = stb_text_locate_coord(str, x, y);
+ state->select_start = state->cursor;
+ state->select_end = state->cursor;
+ state->has_preferred_x = 0;
+}
+
+// API drag: on mouse drag, move the cursor and selection endpoint to the clicked location
+static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y)
+{
+ int p = 0;
+
+ // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse
+ // goes off the top or bottom of the text
+ if( state->single_line )
+ {
+ StbTexteditRow r;
+ STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
+ y = r.ymin;
+ }
+
+ if (state->select_start == state->select_end)
+ state->select_start = state->cursor;
+
+ p = stb_text_locate_coord(str, x, y);
+ state->cursor = state->select_end = p;
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Keyboard input handling
+//
+
+// forward declarations
+static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
+static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state);
+static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length);
+static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length);
+static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length);
+
+typedef struct
+{
+ float x,y; // position of n'th character
+ float height; // height of line
+ int first_char, length; // first char of row, and length
+ int prev_first; // first char of previous row
+} StbFindState;
+
+// find the x/y location of a character, and remember info about the previous row in
+// case we get a move-up event (for page up, we'll have to rescan)
+static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line)
+{
+ StbTexteditRow r;
+ int prev_start = 0;
+ int z = STB_TEXTEDIT_STRINGLEN(str);
+ int i=0, first;
+
+ if (n == z) {
+ // if it's at the end, then find the last line -- simpler than trying to
+ // explicitly handle this case in the regular code
+ if (single_line) {
+ STB_TEXTEDIT_LAYOUTROW(&r, str, 0);
+ find->y = 0;
+ find->first_char = 0;
+ find->length = z;
+ find->height = r.ymax - r.ymin;
+ find->x = r.x1;
+ } else {
+ find->y = 0;
+ find->x = 0;
+ find->height = 1;
+ while (i < z) {
+ STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+ prev_start = i;
+ i += r.num_chars;
+ }
+ find->first_char = i;
+ find->length = 0;
+ find->prev_first = prev_start;
+ }
+ return;
+ }
+
+ // search rows to find the one that straddles character n
+ find->y = 0;
+
+ for(;;) {
+ STB_TEXTEDIT_LAYOUTROW(&r, str, i);
+ if (n < i + r.num_chars)
+ break;
+ prev_start = i;
+ i += r.num_chars;
+ find->y += r.baseline_y_delta;
+ }
+
+ find->first_char = first = i;
+ find->length = r.num_chars;
+ find->height = r.ymax - r.ymin;
+ find->prev_first = prev_start;
+
+ // now scan to find xpos
+ find->x = r.x0;
+ for (i=0; first+i < n; ++i)
+ find->x += STB_TEXTEDIT_GETWIDTH(str, first, i);
+}
+
+#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end)
+
+// make the selection/cursor state valid if client altered the string
+static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ int n = STB_TEXTEDIT_STRINGLEN(str);
+ if (STB_TEXT_HAS_SELECTION(state)) {
+ if (state->select_start > n) state->select_start = n;
+ if (state->select_end > n) state->select_end = n;
+ // if clamping forced them to be equal, move the cursor to match
+ if (state->select_start == state->select_end)
+ state->cursor = state->select_start;
+ }
+ if (state->cursor > n) state->cursor = n;
+}
+
+// delete characters while updating undo
+static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len)
+{
+ stb_text_makeundo_delete(str, state, where, len);
+ STB_TEXTEDIT_DELETECHARS(str, where, len);
+ state->has_preferred_x = 0;
+}
+
+// delete the section
+static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ stb_textedit_clamp(str, state);
+ if (STB_TEXT_HAS_SELECTION(state)) {
+ if (state->select_start < state->select_end) {
+ stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start);
+ state->select_end = state->cursor = state->select_start;
+ } else {
+ stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end);
+ state->select_start = state->cursor = state->select_end;
+ }
+ state->has_preferred_x = 0;
+ }
+}
+
+// canoncialize the selection so start <= end
+static void stb_textedit_sortselection(STB_TexteditState *state)
+{
+ if (state->select_end < state->select_start) {
+ int temp = state->select_end;
+ state->select_end = state->select_start;
+ state->select_start = temp;
+ }
+}
+
+// move cursor to first character of selection
+static void stb_textedit_move_to_first(STB_TexteditState *state)
+{
+ if (STB_TEXT_HAS_SELECTION(state)) {
+ stb_textedit_sortselection(state);
+ state->cursor = state->select_start;
+ state->select_end = state->select_start;
+ state->has_preferred_x = 0;
+ }
+}
+
+// move cursor to last character of selection
+static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ if (STB_TEXT_HAS_SELECTION(state)) {
+ stb_textedit_sortselection(state);
+ stb_textedit_clamp(str, state);
+ state->cursor = state->select_end;
+ state->select_start = state->select_end;
+ state->has_preferred_x = 0;
+ }
+}
+
+#ifdef STB_TEXTEDIT_IS_SPACE
+static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx )
+{
+ return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1;
+}
+
+#ifndef STB_TEXTEDIT_MOVEWORDLEFT
+static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c )
+{
+ --c; // always move at least one character
+ while( c >= 0 && !is_word_boundary( str, c ) )
+ --c;
+
+ if( c < 0 )
+ c = 0;
+
+ return c;
+}
+#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous
+#endif
+
+#ifndef STB_TEXTEDIT_MOVEWORDRIGHT
+static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c )
+{
+ const int len = STB_TEXTEDIT_STRINGLEN(str);
+ ++c; // always move at least one character
+ while( c < len && !is_word_boundary( str, c ) )
+ ++c;
+
+ if( c > len )
+ c = len;
+
+ return c;
+}
+#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next
+#endif
+
+#endif
+
+// update selection and cursor to match each other
+static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state)
+{
+ if (!STB_TEXT_HAS_SELECTION(state))
+ state->select_start = state->select_end = state->cursor;
+ else
+ state->cursor = state->select_end;
+}
+
+// API cut: delete selection
+static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ if (STB_TEXT_HAS_SELECTION(state)) {
+ stb_textedit_delete_selection(str,state); // implicitly clamps
+ state->has_preferred_x = 0;
+ return 1;
+ }
+ return 0;
+}
+
+// API paste: replace existing selection with passed-in text
+static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len)
+{
+ // if there's a selection, the paste should delete it
+ stb_textedit_clamp(str, state);
+ stb_textedit_delete_selection(str,state);
+ // try to insert the characters
+ if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) {
+ stb_text_makeundo_insert(state, state->cursor, len);
+ state->cursor += len;
+ state->has_preferred_x = 0;
+ return 1;
+ }
+ // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)
+ return 0;
+}
+
+#ifndef STB_TEXTEDIT_KEYTYPE
+#define STB_TEXTEDIT_KEYTYPE int
+#endif
+
+// API key: process a keyboard input
+static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key)
+{
+retry:
+ switch (key) {
+ default: {
+ int c = STB_TEXTEDIT_KEYTOTEXT(key);
+ if (c > 0) {
+ STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c;
+
+ // can't add newline in single-line mode
+ if (c == '\n' && state->single_line)
+ break;
+
+ if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) {
+ stb_text_makeundo_replace(str, state, state->cursor, 1, 1);
+ STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1);
+ if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
+ ++state->cursor;
+ state->has_preferred_x = 0;
+ }
+ } else {
+ stb_textedit_delete_selection(str,state); // implicitly clamps
+ if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) {
+ stb_text_makeundo_insert(state, state->cursor, 1);
+ ++state->cursor;
+ state->has_preferred_x = 0;
+ }
+ }
+ }
+ break;
+ }
+
+#ifdef STB_TEXTEDIT_K_INSERT
+ case STB_TEXTEDIT_K_INSERT:
+ state->insert_mode = !state->insert_mode;
+ break;
+#endif
+
+ case STB_TEXTEDIT_K_UNDO:
+ stb_text_undo(str, state);
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_REDO:
+ stb_text_redo(str, state);
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_LEFT:
+ // if currently there's a selection, move cursor to start of selection
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_first(state);
+ else
+ if (state->cursor > 0)
+ --state->cursor;
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_RIGHT:
+ // if currently there's a selection, move cursor to end of selection
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_last(str, state);
+ else
+ ++state->cursor;
+ stb_textedit_clamp(str, state);
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT:
+ stb_textedit_clamp(str, state);
+ stb_textedit_prep_selection_at_cursor(state);
+ // move selection left
+ if (state->select_end > 0)
+ --state->select_end;
+ state->cursor = state->select_end;
+ state->has_preferred_x = 0;
+ break;
+
+#ifdef STB_TEXTEDIT_MOVEWORDLEFT
+ case STB_TEXTEDIT_K_WORDLEFT:
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_first(state);
+ else {
+ state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
+ stb_textedit_clamp( str, state );
+ }
+ break;
+
+ case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT:
+ if( !STB_TEXT_HAS_SELECTION( state ) )
+ stb_textedit_prep_selection_at_cursor(state);
+
+ state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor);
+ state->select_end = state->cursor;
+
+ stb_textedit_clamp( str, state );
+ break;
+#endif
+
+#ifdef STB_TEXTEDIT_MOVEWORDRIGHT
+ case STB_TEXTEDIT_K_WORDRIGHT:
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_last(str, state);
+ else {
+ state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
+ stb_textedit_clamp( str, state );
+ }
+ break;
+
+ case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT:
+ if( !STB_TEXT_HAS_SELECTION( state ) )
+ stb_textedit_prep_selection_at_cursor(state);
+
+ state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor);
+ state->select_end = state->cursor;
+
+ stb_textedit_clamp( str, state );
+ break;
+#endif
+
+ case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT:
+ stb_textedit_prep_selection_at_cursor(state);
+ // move selection right
+ ++state->select_end;
+ stb_textedit_clamp(str, state);
+ state->cursor = state->select_end;
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_DOWN:
+ case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT:
+ case STB_TEXTEDIT_K_PGDOWN:
+ case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: {
+ StbFindState find;
+ StbTexteditRow row;
+ int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+ int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN;
+ int row_count = is_page ? state->row_count_per_page : 1;
+
+ if (!is_page && state->single_line) {
+ // on windows, up&down in single-line behave like left&right
+ key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT);
+ goto retry;
+ }
+
+ if (sel)
+ stb_textedit_prep_selection_at_cursor(state);
+ else if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_last(str, state);
+
+ // compute current position of cursor point
+ stb_textedit_clamp(str, state);
+ stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+
+ for (j = 0; j < row_count; ++j) {
+ float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+ int start = find.first_char + find.length;
+
+ if (find.length == 0)
+ break;
+
+ // [DEAR IMGUI]
+ // going down while being on the last line shouldn't bring us to that line end
+ if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE)
+ break;
+
+ // now find character position down a row
+ state->cursor = start;
+ STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
+ x = row.x0;
+ for (i=0; i < row.num_chars; ++i) {
+ float dx = STB_TEXTEDIT_GETWIDTH(str, start, i);
+ #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
+ if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
+ break;
+ #endif
+ x += dx;
+ if (x > goal_x)
+ break;
+ ++state->cursor;
+ }
+ stb_textedit_clamp(str, state);
+
+ state->has_preferred_x = 1;
+ state->preferred_x = goal_x;
+
+ if (sel)
+ state->select_end = state->cursor;
+
+ // go to next line
+ find.first_char = find.first_char + find.length;
+ find.length = row.num_chars;
+ }
+ break;
+ }
+
+ case STB_TEXTEDIT_K_UP:
+ case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT:
+ case STB_TEXTEDIT_K_PGUP:
+ case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: {
+ StbFindState find;
+ StbTexteditRow row;
+ int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0;
+ int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP;
+ int row_count = is_page ? state->row_count_per_page : 1;
+
+ if (!is_page && state->single_line) {
+ // on windows, up&down become left&right
+ key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT);
+ goto retry;
+ }
+
+ if (sel)
+ stb_textedit_prep_selection_at_cursor(state);
+ else if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_move_to_first(state);
+
+ // compute current position of cursor point
+ stb_textedit_clamp(str, state);
+ stb_textedit_find_charpos(&find, str, state->cursor, state->single_line);
+
+ for (j = 0; j < row_count; ++j) {
+ float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x;
+
+ // can only go up if there's a previous row
+ if (find.prev_first == find.first_char)
+ break;
+
+ // now find character position up a row
+ state->cursor = find.prev_first;
+ STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor);
+ x = row.x0;
+ for (i=0; i < row.num_chars; ++i) {
+ float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i);
+ #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE
+ if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE)
+ break;
+ #endif
+ x += dx;
+ if (x > goal_x)
+ break;
+ ++state->cursor;
+ }
+ stb_textedit_clamp(str, state);
+
+ state->has_preferred_x = 1;
+ state->preferred_x = goal_x;
+
+ if (sel)
+ state->select_end = state->cursor;
+
+ // go to previous line
+ // (we need to scan previous line the hard way. maybe we could expose this as a new API function?)
+ prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0;
+ while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE)
+ --prev_scan;
+ find.first_char = find.prev_first;
+ find.prev_first = prev_scan;
+ }
+ break;
+ }
+
+ case STB_TEXTEDIT_K_DELETE:
+ case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT:
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_delete_selection(str, state);
+ else {
+ int n = STB_TEXTEDIT_STRINGLEN(str);
+ if (state->cursor < n)
+ stb_textedit_delete(str, state, state->cursor, 1);
+ }
+ state->has_preferred_x = 0;
+ break;
+
+ case STB_TEXTEDIT_K_BACKSPACE:
+ case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT:
+ if (STB_TEXT_HAS_SELECTION(state))
+ stb_textedit_delete_selection(str, state);
+ else {
+ stb_textedit_clamp(str, state);
+ if (state->cursor > 0) {
+ stb_textedit_delete(str, state, state->cursor-1, 1);
+ --state->cursor;
+ }
+ }
+ state->has_preferred_x = 0;
+ break;
+
+#ifdef STB_TEXTEDIT_K_TEXTSTART2
+ case STB_TEXTEDIT_K_TEXTSTART2:
+#endif
+ case STB_TEXTEDIT_K_TEXTSTART:
+ state->cursor = state->select_start = state->select_end = 0;
+ state->has_preferred_x = 0;
+ break;
+
+#ifdef STB_TEXTEDIT_K_TEXTEND2
+ case STB_TEXTEDIT_K_TEXTEND2:
+#endif
+ case STB_TEXTEDIT_K_TEXTEND:
+ state->cursor = STB_TEXTEDIT_STRINGLEN(str);
+ state->select_start = state->select_end = 0;
+ state->has_preferred_x = 0;
+ break;
+
+#ifdef STB_TEXTEDIT_K_TEXTSTART2
+ case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+ case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT:
+ stb_textedit_prep_selection_at_cursor(state);
+ state->cursor = state->select_end = 0;
+ state->has_preferred_x = 0;
+ break;
+
+#ifdef STB_TEXTEDIT_K_TEXTEND2
+ case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+ case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT:
+ stb_textedit_prep_selection_at_cursor(state);
+ state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str);
+ state->has_preferred_x = 0;
+ break;
+
+
+#ifdef STB_TEXTEDIT_K_LINESTART2
+ case STB_TEXTEDIT_K_LINESTART2:
+#endif
+ case STB_TEXTEDIT_K_LINESTART:
+ stb_textedit_clamp(str, state);
+ stb_textedit_move_to_first(state);
+ if (state->single_line)
+ state->cursor = 0;
+ else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
+ --state->cursor;
+ state->has_preferred_x = 0;
+ break;
+
+#ifdef STB_TEXTEDIT_K_LINEEND2
+ case STB_TEXTEDIT_K_LINEEND2:
+#endif
+ case STB_TEXTEDIT_K_LINEEND: {
+ int n = STB_TEXTEDIT_STRINGLEN(str);
+ stb_textedit_clamp(str, state);
+ stb_textedit_move_to_first(state);
+ if (state->single_line)
+ state->cursor = n;
+ else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
+ ++state->cursor;
+ state->has_preferred_x = 0;
+ break;
+ }
+
+#ifdef STB_TEXTEDIT_K_LINESTART2
+ case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+ case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT:
+ stb_textedit_clamp(str, state);
+ stb_textedit_prep_selection_at_cursor(state);
+ if (state->single_line)
+ state->cursor = 0;
+ else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE)
+ --state->cursor;
+ state->select_end = state->cursor;
+ state->has_preferred_x = 0;
+ break;
+
+#ifdef STB_TEXTEDIT_K_LINEEND2
+ case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT:
+#endif
+ case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: {
+ int n = STB_TEXTEDIT_STRINGLEN(str);
+ stb_textedit_clamp(str, state);
+ stb_textedit_prep_selection_at_cursor(state);
+ if (state->single_line)
+ state->cursor = n;
+ else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE)
+ ++state->cursor;
+ state->select_end = state->cursor;
+ state->has_preferred_x = 0;
+ break;
+ }
+ }
+}
+
+/////////////////////////////////////////////////////////////////////////////
+//
+// Undo processing
+//
+// @OPTIMIZE: the undo/redo buffer should be circular
+
+static void stb_textedit_flush_redo(StbUndoState *state)
+{
+ state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
+ state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
+}
+
+// discard the oldest entry in the undo list
+static void stb_textedit_discard_undo(StbUndoState *state)
+{
+ if (state->undo_point > 0) {
+ // if the 0th undo state has characters, clean those up
+ if (state->undo_rec[0].char_storage >= 0) {
+ int n = state->undo_rec[0].insert_length, i;
+ // delete n characters from all other records
+ state->undo_char_point -= n;
+ STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE)));
+ for (i=0; i < state->undo_point; ++i)
+ if (state->undo_rec[i].char_storage >= 0)
+ state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it
+ }
+ --state->undo_point;
+ STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0])));
+ }
+}
+
+// discard the oldest entry in the redo list--it's bad if this
+// ever happens, but because undo & redo have to store the actual
+// characters in different cases, the redo character buffer can
+// fill up even though the undo buffer didn't
+static void stb_textedit_discard_redo(StbUndoState *state)
+{
+ int k = STB_TEXTEDIT_UNDOSTATECOUNT-1;
+
+ if (state->redo_point <= k) {
+ // if the k'th undo state has characters, clean those up
+ if (state->undo_rec[k].char_storage >= 0) {
+ int n = state->undo_rec[k].insert_length, i;
+ // move the remaining redo character data to the end of the buffer
+ state->redo_char_point += n;
+ STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE)));
+ // adjust the position of all the other records to account for above memmove
+ for (i=state->redo_point; i < k; ++i)
+ if (state->undo_rec[i].char_storage >= 0)
+ state->undo_rec[i].char_storage += n;
+ }
+ // now move all the redo records towards the end of the buffer; the first one is at 'redo_point'
+ // [DEAR IMGUI]
+ size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0]));
+ const char* buf_begin = (char*)state->undo_rec; (void)buf_begin;
+ const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end;
+ IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin);
+ IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end);
+ STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size);
+
+ // now move redo_point to point to the new one
+ ++state->redo_point;
+ }
+}
+
+static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars)
+{
+ // any time we create a new undo record, we discard redo
+ stb_textedit_flush_redo(state);
+
+ // if we have no free records, we have to make room, by sliding the
+ // existing records down
+ if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+ stb_textedit_discard_undo(state);
+
+ // if the characters to store won't possibly fit in the buffer, we can't undo
+ if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) {
+ state->undo_point = 0;
+ state->undo_char_point = 0;
+ return NULL;
+ }
+
+ // if we don't have enough free characters in the buffer, we have to make room
+ while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT)
+ stb_textedit_discard_undo(state);
+
+ return &state->undo_rec[state->undo_point++];
+}
+
+static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len)
+{
+ StbUndoRecord *r = stb_text_create_undo_record(state, insert_len);
+ if (r == NULL)
+ return NULL;
+
+ r->where = pos;
+ r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len;
+ r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len;
+
+ if (insert_len == 0) {
+ r->char_storage = -1;
+ return NULL;
+ } else {
+ r->char_storage = state->undo_char_point;
+ state->undo_char_point += insert_len;
+ return &state->undo_char[r->char_storage];
+ }
+}
+
+static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ StbUndoState *s = &state->undostate;
+ StbUndoRecord u, *r;
+ if (s->undo_point == 0)
+ return;
+
+ // we need to do two things: apply the undo record, and create a redo record
+ u = s->undo_rec[s->undo_point-1];
+ r = &s->undo_rec[s->redo_point-1];
+ r->char_storage = -1;
+
+ r->insert_length = u.delete_length;
+ r->delete_length = u.insert_length;
+ r->where = u.where;
+
+ if (u.delete_length) {
+ // if the undo record says to delete characters, then the redo record will
+ // need to re-insert the characters that get deleted, so we need to store
+ // them.
+
+ // there are three cases:
+ // there's enough room to store the characters
+ // characters stored for *redoing* don't leave room for redo
+ // characters stored for *undoing* don't leave room for redo
+ // if the last is true, we have to bail
+
+ if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) {
+ // the undo records take up too much character space; there's no space to store the redo characters
+ r->insert_length = 0;
+ } else {
+ int i;
+
+ // there's definitely room to store the characters eventually
+ while (s->undo_char_point + u.delete_length > s->redo_char_point) {
+ // should never happen:
+ if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+ return;
+ // there's currently not enough room, so discard a redo record
+ stb_textedit_discard_redo(s);
+ }
+ r = &s->undo_rec[s->redo_point-1];
+
+ r->char_storage = s->redo_char_point - u.delete_length;
+ s->redo_char_point = s->redo_char_point - u.delete_length;
+
+ // now save the characters
+ for (i=0; i < u.delete_length; ++i)
+ s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i);
+ }
+
+ // now we can carry out the deletion
+ STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length);
+ }
+
+ // check type of recorded action:
+ if (u.insert_length) {
+ // easy case: was a deletion, so we need to insert n characters
+ STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length);
+ s->undo_char_point -= u.insert_length;
+ }
+
+ state->cursor = u.where + u.insert_length;
+
+ s->undo_point--;
+ s->redo_point--;
+}
+
+static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state)
+{
+ StbUndoState *s = &state->undostate;
+ StbUndoRecord *u, r;
+ if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT)
+ return;
+
+ // we need to do two things: apply the redo record, and create an undo record
+ u = &s->undo_rec[s->undo_point];
+ r = s->undo_rec[s->redo_point];
+
+ // we KNOW there must be room for the undo record, because the redo record
+ // was derived from an undo record
+
+ u->delete_length = r.insert_length;
+ u->insert_length = r.delete_length;
+ u->where = r.where;
+ u->char_storage = -1;
+
+ if (r.delete_length) {
+ // the redo record requires us to delete characters, so the undo record
+ // needs to store the characters
+
+ if (s->undo_char_point + u->insert_length > s->redo_char_point) {
+ u->insert_length = 0;
+ u->delete_length = 0;
+ } else {
+ int i;
+ u->char_storage = s->undo_char_point;
+ s->undo_char_point = s->undo_char_point + u->insert_length;
+
+ // now save the characters
+ for (i=0; i < u->insert_length; ++i)
+ s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i);
+ }
+
+ STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length);
+ }
+
+ if (r.insert_length) {
+ // easy case: need to insert n characters
+ STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length);
+ s->redo_char_point += r.insert_length;
+ }
+
+ state->cursor = r.where + r.insert_length;
+
+ s->undo_point++;
+ s->redo_point++;
+}
+
+static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length)
+{
+ stb_text_createundo(&state->undostate, where, 0, length);
+}
+
+static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length)
+{
+ int i;
+ STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0);
+ if (p) {
+ for (i=0; i < length; ++i)
+ p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
+ }
+}
+
+static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length)
+{
+ int i;
+ STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length);
+ if (p) {
+ for (i=0; i < old_length; ++i)
+ p[i] = STB_TEXTEDIT_GETCHAR(str, where+i);
+ }
+}
+
+// reset the state to default
+static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line)
+{
+ state->undostate.undo_point = 0;
+ state->undostate.undo_char_point = 0;
+ state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT;
+ state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT;
+ state->select_end = state->select_start = 0;
+ state->cursor = 0;
+ state->has_preferred_x = 0;
+ state->preferred_x = 0;
+ state->cursor_at_end_of_line = 0;
+ state->initialized = 1;
+ state->single_line = (unsigned char) is_single_line;
+ state->insert_mode = 0;
+ state->row_count_per_page = 0;
+}
+
+// API initialize
+static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line)
+{
+ stb_textedit_clear_state(state, is_single_line);
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wcast-qual"
+#endif
+
+static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len)
+{
+ return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len);
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
+
+#endif//STB_TEXTEDIT_IMPLEMENTATION
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/
diff --git a/dependencies/include/imgui/imstb_truetype.h b/dependencies/include/imgui/imstb_truetype.h
new file mode 100644
index 0000000..643d378
--- /dev/null
+++ b/dependencies/include/imgui/imstb_truetype.h
@@ -0,0 +1,5085 @@
+// [DEAR IMGUI]
+// This is a slightly modified version of stb_truetype.h 1.26.
+// Mostly fixing for compiler and static analyzer warnings.
+// Grep for [DEAR IMGUI] to find the changes.
+
+// stb_truetype.h - v1.26 - public domain
+// authored from 2009-2021 by Sean Barrett / RAD Game Tools
+//
+// =======================================================================
+//
+// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES
+//
+// This library does no range checking of the offsets found in the file,
+// meaning an attacker can use it to read arbitrary memory.
+//
+// =======================================================================
+//
+// This library processes TrueType files:
+// parse files
+// extract glyph metrics
+// extract glyph shapes
+// render glyphs to one-channel bitmaps with antialiasing (box filter)
+// render glyphs to one-channel SDF bitmaps (signed-distance field/function)
+//
+// Todo:
+// non-MS cmaps
+// crashproof on bad data
+// hinting? (no longer patented)
+// cleartype-style AA?
+// optimize: use simple memory allocator for intermediates
+// optimize: build edge-list directly from curves
+// optimize: rasterize directly from curves?
+//
+// ADDITIONAL CONTRIBUTORS
+//
+// Mikko Mononen: compound shape support, more cmap formats
+// Tor Andersson: kerning, subpixel rendering
+// Dougall Johnson: OpenType / Type 2 font handling
+// Daniel Ribeiro Maciel: basic GPOS-based kerning
+//
+// Misc other:
+// Ryan Gordon
+// Simon Glass
+// github:IntellectualKitty
+// Imanol Celaya
+// Daniel Ribeiro Maciel
+//
+// Bug/warning reports/fixes:
+// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe
+// Cass Everitt Martins Mozeiko github:aloucks
+// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam
+// Brian Hook Omar Cornut github:vassvik
+// Walter van Niftrik Ryan Griege
+// David Gow Peter LaValle
+// David Given Sergey Popov
+// Ivan-Assen Ivanov Giumo X. Clanjor
+// Anthony Pesch Higor Euripedes
+// Johan Duparc Thomas Fields
+// Hou Qiming Derek Vinyard
+// Rob Loach Cort Stratton
+// Kenney Phillis Jr. Brian Costabile
+// Ken Voskuil (kaesve)
+//
+// VERSION HISTORY
+//
+// 1.26 (2021-08-28) fix broken rasterizer
+// 1.25 (2021-07-11) many fixes
+// 1.24 (2020-02-05) fix warning
+// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)
+// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined
+// 1.21 (2019-02-25) fix warning
+// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
+// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod
+// 1.18 (2018-01-29) add missing function
+// 1.17 (2017-07-23) make more arguments const; doc fix
+// 1.16 (2017-07-12) SDF support
+// 1.15 (2017-03-03) make more arguments const
+// 1.14 (2017-01-16) num-fonts-in-TTC function
+// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts
+// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
+// 1.11 (2016-04-02) fix unused-variable warning
+// 1.10 (2016-04-02) user-defined fabs(); rare memory leak; remove duplicate typedef
+// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use allocation userdata properly
+// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
+// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
+// variant PackFontRanges to pack and render in separate phases;
+// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
+// fixed an assert() bug in the new rasterizer
+// replace assert() with STBTT_assert() in new rasterizer
+//
+// Full history can be found at the end of this file.
+//
+// LICENSE
+//
+// See end of file for license information.
+//
+// USAGE
+//
+// Include this file in whatever places need to refer to it. In ONE C/C++
+// file, write:
+// #define STB_TRUETYPE_IMPLEMENTATION
+// before the #include of this file. This expands out the actual
+// implementation into that C/C++ file.
+//
+// To make the implementation private to the file that generates the implementation,
+// #define STBTT_STATIC
+//
+// Simple 3D API (don't ship this, but it's fine for tools and quick start)
+// stbtt_BakeFontBitmap() -- bake a font to a bitmap for use as texture
+// stbtt_GetBakedQuad() -- compute quad to draw for a given char
+//
+// Improved 3D API (more shippable):
+// #include "stb_rect_pack.h" -- optional, but you really want it
+// stbtt_PackBegin()
+// stbtt_PackSetOversampling() -- for improved quality on small fonts
+// stbtt_PackFontRanges() -- pack and renders
+// stbtt_PackEnd()
+// stbtt_GetPackedQuad()
+//
+// "Load" a font file from a memory buffer (you have to keep the buffer loaded)
+// stbtt_InitFont()
+// stbtt_GetFontOffsetForIndex() -- indexing for TTC font collections
+// stbtt_GetNumberOfFonts() -- number of fonts for TTC font collections
+//
+// Render a unicode codepoint to a bitmap
+// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap
+// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide
+// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be
+//
+// Character advance/positioning
+// stbtt_GetCodepointHMetrics()
+// stbtt_GetFontVMetrics()
+// stbtt_GetFontVMetricsOS2()
+// stbtt_GetCodepointKernAdvance()
+//
+// Starting with version 1.06, the rasterizer was replaced with a new,
+// faster and generally-more-precise rasterizer. The new rasterizer more
+// accurately measures pixel coverage for anti-aliasing, except in the case
+// where multiple shapes overlap, in which case it overestimates the AA pixel
+// coverage. Thus, anti-aliasing of intersecting shapes may look wrong. If
+// this turns out to be a problem, you can re-enable the old rasterizer with
+// #define STBTT_RASTERIZER_VERSION 1
+// which will incur about a 15% speed hit.
+//
+// ADDITIONAL DOCUMENTATION
+//
+// Immediately after this block comment are a series of sample programs.
+//
+// After the sample programs is the "header file" section. This section
+// includes documentation for each API function.
+//
+// Some important concepts to understand to use this library:
+//
+// Codepoint
+// Characters are defined by unicode codepoints, e.g. 65 is
+// uppercase A, 231 is lowercase c with a cedilla, 0x7e30 is
+// the hiragana for "ma".
+//
+// Glyph
+// A visual character shape (every codepoint is rendered as
+// some glyph)
+//
+// Glyph index
+// A font-specific integer ID representing a glyph
+//
+// Baseline
+// Glyph shapes are defined relative to a baseline, which is the
+// bottom of uppercase characters. Characters extend both above
+// and below the baseline.
+//
+// Current Point
+// As you draw text to the screen, you keep track of a "current point"
+// which is the origin of each character. The current point's vertical
+// position is the baseline. Even "baked fonts" use this model.
+//
+// Vertical Font Metrics
+// The vertical qualities of the font, used to vertically position
+// and space the characters. See docs for stbtt_GetFontVMetrics.
+//
+// Font Size in Pixels or Points
+// The preferred interface for specifying font sizes in stb_truetype
+// is to specify how tall the font's vertical extent should be in pixels.
+// If that sounds good enough, skip the next paragraph.
+//
+// Most font APIs instead use "points", which are a common typographic
+// measurement for describing font size, defined as 72 points per inch.
+// stb_truetype provides a point API for compatibility. However, true
+// "per inch" conventions don't make much sense on computer displays
+// since different monitors have different number of pixels per
+// inch. For example, Windows traditionally uses a convention that
+// there are 96 pixels per inch, thus making 'inch' measurements have
+// nothing to do with inches, and thus effectively defining a point to
+// be 1.333 pixels. Additionally, the TrueType font data provides
+// an explicit scale factor to scale a given font's glyphs to points,
+// but the author has observed that this scale factor is often wrong
+// for non-commercial fonts, thus making fonts scaled in points
+// according to the TrueType spec incoherently sized in practice.
+//
+// DETAILED USAGE:
+//
+// Scale:
+// Select how high you want the font to be, in points or pixels.
+// Call ScaleForPixelHeight or ScaleForMappingEmToPixels to compute
+// a scale factor SF that will be used by all other functions.
+//
+// Baseline:
+// You need to select a y-coordinate that is the baseline of where
+// your text will appear. Call GetFontBoundingBox to get the baseline-relative
+// bounding box for all characters. SF*-y0 will be the distance in pixels
+// that the worst-case character could extend above the baseline, so if
+// you want the top edge of characters to appear at the top of the
+// screen where y=0, then you would set the baseline to SF*-y0.
+//
+// Current point:
+// Set the current point where the first character will appear. The
+// first character could extend left of the current point; this is font
+// dependent. You can either choose a current point that is the leftmost
+// point and hope, or add some padding, or check the bounding box or
+// left-side-bearing of the first character to be displayed and set
+// the current point based on that.
+//
+// Displaying a character:
+// Compute the bounding box of the character. It will contain signed values
+// relative to <current_point, baseline>. I.e. if it returns x0,y0,x1,y1,
+// then the character should be displayed in the rectangle from
+// <current_point+SF*x0, baseline+SF*y0> to <current_point+SF*x1,baseline+SF*y1).
+//
+// Advancing for the next character:
+// Call GlyphHMetrics, and compute 'current_point += SF * advance'.
+//
+//
+// ADVANCED USAGE
+//
+// Quality:
+//
+// - Use the functions with Subpixel at the end to allow your characters
+// to have subpixel positioning. Since the font is anti-aliased, not
+// hinted, this is very import for quality. (This is not possible with
+// baked fonts.)
+//
+// - Kerning is now supported, and if you're supporting subpixel rendering
+// then kerning is worth using to give your text a polished look.
+//
+// Performance:
+//
+// - Convert Unicode codepoints to glyph indexes and operate on the glyphs;
+// if you don't do this, stb_truetype is forced to do the conversion on
+// every call.
+//
+// - There are a lot of memory allocations. We should modify it to take
+// a temp buffer and allocate from the temp buffer (without freeing),
+// should help performance a lot.
+//
+// NOTES
+//
+// The system uses the raw data found in the .ttf file without changing it
+// and without building auxiliary data structures. This is a bit inefficient
+// on little-endian systems (the data is big-endian), but assuming you're
+// caching the bitmaps or glyph shapes this shouldn't be a big deal.
+//
+// It appears to be very hard to programmatically determine what font a
+// given file is in a general way. I provide an API for this, but I don't
+// recommend it.
+//
+//
+// PERFORMANCE MEASUREMENTS FOR 1.06:
+//
+// 32-bit 64-bit
+// Previous release: 8.83 s 7.68 s
+// Pool allocations: 7.72 s 6.34 s
+// Inline sort : 6.54 s 5.65 s
+// New rasterizer : 5.63 s 5.00 s
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+//// SAMPLE PROGRAMS
+////
+//
+// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless.
+// See "tests/truetype_demo_win32.c" for a complete version.
+#if 0
+#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
+#include "stb_truetype.h"
+
+unsigned char ttf_buffer[1<<20];
+unsigned char temp_bitmap[512*512];
+
+stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
+GLuint ftex;
+
+void my_stbtt_initfont(void)
+{
+ fread(ttf_buffer, 1, 1<<20, fopen("c:/windows/fonts/times.ttf", "rb"));
+ stbtt_BakeFontBitmap(ttf_buffer,0, 32.0, temp_bitmap,512,512, 32,96, cdata); // no guarantee this fits!
+ // can free ttf_buffer at this point
+ glGenTextures(1, &ftex);
+ glBindTexture(GL_TEXTURE_2D, ftex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 512,512, 0, GL_ALPHA, GL_UNSIGNED_BYTE, temp_bitmap);
+ // can free temp_bitmap at this point
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+}
+
+void my_stbtt_print(float x, float y, char *text)
+{
+ // assume orthographic projection with units = screen pixels, origin at top left
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, ftex);
+ glBegin(GL_QUADS);
+ while (*text) {
+ if (*text >= 32 && *text < 128) {
+ stbtt_aligned_quad q;
+ stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
+ glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0);
+ glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0);
+ glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1);
+ glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1);
+ }
+ ++text;
+ }
+ glEnd();
+}
+#endif
+//
+//
+//////////////////////////////////////////////////////////////////////////////
+//
+// Complete program (this compiles): get a single bitmap, print as ASCII art
+//
+#if 0
+#include <stdio.h>
+#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
+#include "stb_truetype.h"
+
+char ttf_buffer[1<<25];
+
+int main(int argc, char **argv)
+{
+ stbtt_fontinfo font;
+ unsigned char *bitmap;
+ int w,h,i,j,c = (argc > 1 ? atoi(argv[1]) : 'a'), s = (argc > 2 ? atoi(argv[2]) : 20);
+
+ fread(ttf_buffer, 1, 1<<25, fopen(argc > 3 ? argv[3] : "c:/windows/fonts/arialbd.ttf", "rb"));
+
+ stbtt_InitFont(&font, ttf_buffer, stbtt_GetFontOffsetForIndex(ttf_buffer,0));
+ bitmap = stbtt_GetCodepointBitmap(&font, 0,stbtt_ScaleForPixelHeight(&font, s), c, &w, &h, 0,0);
+
+ for (j=0; j < h; ++j) {
+ for (i=0; i < w; ++i)
+ putchar(" .:ioVM@"[bitmap[j*w+i]>>5]);
+ putchar('\n');
+ }
+ return 0;
+}
+#endif
+//
+// Output:
+//
+// .ii.
+// @@@@@@.
+// V@Mio@@o
+// :i. V@V
+// :oM@@M
+// :@@@MM@M
+// @@o o@M
+// :@@. M@M
+// @@@o@@@@
+// :M@@V:@@.
+//
+//////////////////////////////////////////////////////////////////////////////
+//
+// Complete program: print "Hello World!" banner, with bugs
+//
+#if 0
+char buffer[24<<20];
+unsigned char screen[20][79];
+
+int main(int arg, char **argv)
+{
+ stbtt_fontinfo font;
+ int i,j,ascent,baseline,ch=0;
+ float scale, xpos=2; // leave a little padding in case the character extends left
+ char *text = "Heljo World!"; // intentionally misspelled to show 'lj' brokenness
+
+ fread(buffer, 1, 1000000, fopen("c:/windows/fonts/arialbd.ttf", "rb"));
+ stbtt_InitFont(&font, buffer, 0);
+
+ scale = stbtt_ScaleForPixelHeight(&font, 15);
+ stbtt_GetFontVMetrics(&font, &ascent,0,0);
+ baseline = (int) (ascent*scale);
+
+ while (text[ch]) {
+ int advance,lsb,x0,y0,x1,y1;
+ float x_shift = xpos - (float) floor(xpos);
+ stbtt_GetCodepointHMetrics(&font, text[ch], &advance, &lsb);
+ stbtt_GetCodepointBitmapBoxSubpixel(&font, text[ch], scale,scale,x_shift,0, &x0,&y0,&x1,&y1);
+ stbtt_MakeCodepointBitmapSubpixel(&font, &screen[baseline + y0][(int) xpos + x0], x1-x0,y1-y0, 79, scale,scale,x_shift,0, text[ch]);
+ // note that this stomps the old data, so where character boxes overlap (e.g. 'lj') it's wrong
+ // because this API is really for baking character bitmaps into textures. if you want to render
+ // a sequence of characters, you really need to render each bitmap to a temp buffer, then
+ // "alpha blend" that into the working buffer
+ xpos += (advance * scale);
+ if (text[ch+1])
+ xpos += scale*stbtt_GetCodepointKernAdvance(&font, text[ch],text[ch+1]);
+ ++ch;
+ }
+
+ for (j=0; j < 20; ++j) {
+ for (i=0; i < 78; ++i)
+ putchar(" .:ioVM@"[screen[j][i]>>5]);
+ putchar('\n');
+ }
+
+ return 0;
+}
+#endif
+
+
+//////////////////////////////////////////////////////////////////////////////
+//////////////////////////////////////////////////////////////////////////////
+////
+//// INTEGRATION WITH YOUR CODEBASE
+////
+//// The following sections allow you to supply alternate definitions
+//// of C library functions used by stb_truetype, e.g. if you don't
+//// link with the C runtime library.
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+ // #define your own (u)stbtt_int8/16/32 before including to override this
+ #ifndef stbtt_uint8
+ typedef unsigned char stbtt_uint8;
+ typedef signed char stbtt_int8;
+ typedef unsigned short stbtt_uint16;
+ typedef signed short stbtt_int16;
+ typedef unsigned int stbtt_uint32;
+ typedef signed int stbtt_int32;
+ #endif
+
+ typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1];
+ typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1];
+
+ // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h
+ #ifndef STBTT_ifloor
+ #include <math.h>
+ #define STBTT_ifloor(x) ((int) floor(x))
+ #define STBTT_iceil(x) ((int) ceil(x))
+ #endif
+
+ #ifndef STBTT_sqrt
+ #include <math.h>
+ #define STBTT_sqrt(x) sqrt(x)
+ #define STBTT_pow(x,y) pow(x,y)
+ #endif
+
+ #ifndef STBTT_fmod
+ #include <math.h>
+ #define STBTT_fmod(x,y) fmod(x,y)
+ #endif
+
+ #ifndef STBTT_cos
+ #include <math.h>
+ #define STBTT_cos(x) cos(x)
+ #define STBTT_acos(x) acos(x)
+ #endif
+
+ #ifndef STBTT_fabs
+ #include <math.h>
+ #define STBTT_fabs(x) fabs(x)
+ #endif
+
+ // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h
+ #ifndef STBTT_malloc
+ #include <stdlib.h>
+ #define STBTT_malloc(x,u) ((void)(u),malloc(x))
+ #define STBTT_free(x,u) ((void)(u),free(x))
+ #endif
+
+ #ifndef STBTT_assert
+ #include <assert.h>
+ #define STBTT_assert(x) assert(x)
+ #endif
+
+ #ifndef STBTT_strlen
+ #include <string.h>
+ #define STBTT_strlen(x) strlen(x)
+ #endif
+
+ #ifndef STBTT_memcpy
+ #include <string.h>
+ #define STBTT_memcpy memcpy
+ #define STBTT_memset memset
+ #endif
+#endif
+
+///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
+////
+//// INTERFACE
+////
+////
+
+#ifndef __STB_INCLUDE_STB_TRUETYPE_H__
+#define __STB_INCLUDE_STB_TRUETYPE_H__
+
+#ifdef STBTT_STATIC
+#define STBTT_DEF static
+#else
+#define STBTT_DEF extern
+#endif
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// private structure
+typedef struct
+{
+ unsigned char *data;
+ int cursor;
+ int size;
+} stbtt__buf;
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// TEXTURE BAKING API
+//
+// If you use this API, you only have to call two functions ever.
+//
+
+typedef struct
+{
+ unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
+ float xoff,yoff,xadvance;
+} stbtt_bakedchar;
+
+STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf)
+ float pixel_height, // height of font in pixels
+ unsigned char *pixels, int pw, int ph, // bitmap to be filled in
+ int first_char, int num_chars, // characters to bake
+ stbtt_bakedchar *chardata); // you allocate this, it's num_chars long
+// if return is positive, the first unused row of the bitmap
+// if return is negative, returns the negative of the number of characters that fit
+// if return is 0, no characters fit and no rows were used
+// This uses a very crappy packing.
+
+typedef struct
+{
+ float x0,y0,s0,t0; // top-left
+ float x1,y1,s1,t1; // bottom-right
+} stbtt_aligned_quad;
+
+STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above
+ int char_index, // character to display
+ float *xpos, float *ypos, // pointers to current position in screen pixel space
+ stbtt_aligned_quad *q, // output: quad to draw
+ int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier
+// Call GetBakedQuad with char_index = 'character - first_char', and it
+// creates the quad you need to draw and advances the current position.
+//
+// The coordinate system used assumes y increases downwards.
+//
+// Characters will extend both above and below the current position;
+// see discussion of "BASELINE" above.
+//
+// It's inefficient; you might want to c&p it and optimize it.
+
+STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap);
+// Query the font vertical metrics without having to create a font first.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// NEW TEXTURE BAKING API
+//
+// This provides options for packing multiple fonts into one atlas, not
+// perfectly but better than nothing.
+
+typedef struct
+{
+ unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap
+ float xoff,yoff,xadvance;
+ float xoff2,yoff2;
+} stbtt_packedchar;
+
+typedef struct stbtt_pack_context stbtt_pack_context;
+typedef struct stbtt_fontinfo stbtt_fontinfo;
+#ifndef STB_RECT_PACK_VERSION
+typedef struct stbrp_rect stbrp_rect;
+#endif
+
+STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context);
+// Initializes a packing context stored in the passed-in stbtt_pack_context.
+// Future calls using this context will pack characters into the bitmap passed
+// in here: a 1-channel bitmap that is width * height. stride_in_bytes is
+// the distance from one row to the next (or 0 to mean they are packed tightly
+// together). "padding" is the amount of padding to leave between each
+// character (normally you want '1' for bitmaps you'll use as textures with
+// bilinear filtering).
+//
+// Returns 0 on failure, 1 on success.
+
+STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc);
+// Cleans up the packing context and frees all memory.
+
+#define STBTT_POINT_SIZE(x) (-(x))
+
+STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,
+ int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range);
+// Creates character bitmaps from the font_index'th font found in fontdata (use
+// font_index=0 if you don't know what that is). It creates num_chars_in_range
+// bitmaps for characters with unicode values starting at first_unicode_char_in_range
+// and increasing. Data for how to render them is stored in chardata_for_range;
+// pass these to stbtt_GetPackedQuad to get back renderable quads.
+//
+// font_size is the full height of the character from ascender to descender,
+// as computed by stbtt_ScaleForPixelHeight. To use a point size as computed
+// by stbtt_ScaleForMappingEmToPixels, wrap the point size in STBTT_POINT_SIZE()
+// and pass that result as 'font_size':
+// ..., 20 , ... // font max minus min y is 20 pixels tall
+// ..., STBTT_POINT_SIZE(20), ... // 'M' is 20 pixels tall
+
+typedef struct
+{
+ float font_size;
+ int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint
+ int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints
+ int num_chars;
+ stbtt_packedchar *chardata_for_range; // output
+ unsigned char h_oversample, v_oversample; // don't set these, they're used internally
+} stbtt_pack_range;
+
+STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges);
+// Creates character bitmaps from multiple ranges of characters stored in
+// ranges. This will usually create a better-packed bitmap than multiple
+// calls to stbtt_PackFontRange. Note that you can call this multiple
+// times within a single PackBegin/PackEnd.
+
+STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample);
+// Oversampling a font increases the quality by allowing higher-quality subpixel
+// positioning, and is especially valuable at smaller text sizes.
+//
+// This function sets the amount of oversampling for all following calls to
+// stbtt_PackFontRange(s) or stbtt_PackFontRangesGatherRects for a given
+// pack context. The default (no oversampling) is achieved by h_oversample=1
+// and v_oversample=1. The total number of pixels required is
+// h_oversample*v_oversample larger than the default; for example, 2x2
+// oversampling requires 4x the storage of 1x1. For best results, render
+// oversampled textures with bilinear filtering. Look at the readme in
+// stb/tests/oversample for information about oversampled fonts
+//
+// To use with PackFontRangesGather etc., you must set it before calls
+// call to PackFontRangesGatherRects.
+
+STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip);
+// If skip != 0, this tells stb_truetype to skip any codepoints for which
+// there is no corresponding glyph. If skip=0, which is the default, then
+// codepoints without a glyph recived the font's "missing character" glyph,
+// typically an empty box by convention.
+
+STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above
+ int char_index, // character to display
+ float *xpos, float *ypos, // pointers to current position in screen pixel space
+ stbtt_aligned_quad *q, // output: quad to draw
+ int align_to_integer);
+
+STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects);
+STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects);
+// Calling these functions in sequence is roughly equivalent to calling
+// stbtt_PackFontRanges(). If you more control over the packing of multiple
+// fonts, or if you want to pack custom data into a font texture, take a look
+// at the source to of stbtt_PackFontRanges() and create a custom version
+// using these functions, e.g. call GatherRects multiple times,
+// building up a single array of rects, then call PackRects once,
+// then call RenderIntoRects repeatedly. This may result in a
+// better packing than calling PackFontRanges multiple times
+// (or it may not).
+
+// this is an opaque structure that you shouldn't mess with which holds
+// all the context needed from PackBegin to PackEnd.
+struct stbtt_pack_context {
+ void *user_allocator_context;
+ void *pack_info;
+ int width;
+ int height;
+ int stride_in_bytes;
+ int padding;
+ int skip_missing;
+ unsigned int h_oversample, v_oversample;
+ unsigned char *pixels;
+ void *nodes;
+};
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// FONT LOADING
+//
+//
+
+STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data);
+// This function will determine the number of fonts in a font file. TrueType
+// collection (.ttc) files may contain multiple fonts, while TrueType font
+// (.ttf) files only contain one font. The number of fonts can be used for
+// indexing with the previous function where the index is between zero and one
+// less than the total fonts. If an error occurs, -1 is returned.
+
+STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index);
+// Each .ttf/.ttc file may have more than one font. Each font has a sequential
+// index number starting from 0. Call this function to get the font offset for
+// a given index; it returns -1 if the index is out of range. A regular .ttf
+// file will only define one font and it always be at offset 0, so it will
+// return '0' for index 0, and -1 for all other indices.
+
+// The following structure is defined publicly so you can declare one on
+// the stack or as a global or etc, but you should treat it as opaque.
+struct stbtt_fontinfo
+{
+ void * userdata;
+ unsigned char * data; // pointer to .ttf file
+ int fontstart; // offset of start of font
+
+ int numGlyphs; // number of glyphs, needed for range checking
+
+ int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf
+ int index_map; // a cmap mapping for our chosen character encoding
+ int indexToLocFormat; // format needed to map from glyph index to glyph
+
+ stbtt__buf cff; // cff font data
+ stbtt__buf charstrings; // the charstring index
+ stbtt__buf gsubrs; // global charstring subroutines index
+ stbtt__buf subrs; // private charstring subroutines index
+ stbtt__buf fontdicts; // array of font dicts
+ stbtt__buf fdselect; // map from glyph to fontdict
+};
+
+STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset);
+// Given an offset into the file that defines a font, this function builds
+// the necessary cached info for the rest of the system. You must allocate
+// the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't
+// need to do anything special to free it, because the contents are pure
+// value data with no additional data structures. Returns 0 on failure.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// CHARACTER TO GLYPH-INDEX CONVERSIOn
+
+STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint);
+// If you're going to perform multiple operations on the same character
+// and you want a speed-up, call this function with the character you're
+// going to process, then use glyph-based functions instead of the
+// codepoint-based functions.
+// Returns 0 if the character codepoint is not defined in the font.
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// CHARACTER PROPERTIES
+//
+
+STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels);
+// computes a scale factor to produce a font whose "height" is 'pixels' tall.
+// Height is measured as the distance from the highest ascender to the lowest
+// descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics
+// and computing:
+// scale = pixels / (ascent - descent)
+// so if you prefer to measure height by the ascent only, use a similar calculation.
+
+STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels);
+// computes a scale factor to produce a font whose EM size is mapped to
+// 'pixels' tall. This is probably what traditional APIs compute, but
+// I'm not positive.
+
+STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap);
+// ascent is the coordinate above the baseline the font extends; descent
+// is the coordinate below the baseline the font extends (i.e. it is typically negative)
+// lineGap is the spacing between one row's descent and the next row's ascent...
+// so you should advance the vertical position by "*ascent - *descent + *lineGap"
+// these are expressed in unscaled coordinates, so you must multiply by
+// the scale factor for a given size
+
+STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap);
+// analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2
+// table (specific to MS/Windows TTF files).
+//
+// Returns 1 on success (table present), 0 on failure.
+
+STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1);
+// the bounding box around all possible characters
+
+STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing);
+// leftSideBearing is the offset from the current horizontal position to the left edge of the character
+// advanceWidth is the offset from the current horizontal position to the next horizontal position
+// these are expressed in unscaled coordinates
+
+STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2);
+// an additional amount to add to the 'advance' value between ch1 and ch2
+
+STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1);
+// Gets the bounding box of the visible part of the glyph, in unscaled coordinates
+
+STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing);
+STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2);
+STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
+// as above, but takes one or more glyph indices for greater efficiency
+
+typedef struct stbtt_kerningentry
+{
+ int glyph1; // use stbtt_FindGlyphIndex
+ int glyph2;
+ int advance;
+} stbtt_kerningentry;
+
+STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info);
+STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length);
+// Retrieves a complete list of all of the kerning pairs provided by the font
+// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write.
+// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1)
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// GLYPH SHAPES (you probably don't need these, but they have to go before
+// the bitmaps for C declaration-order reasons)
+//
+
+#ifndef STBTT_vmove // you can predefine these to use different values (but why?)
+ enum {
+ STBTT_vmove=1,
+ STBTT_vline,
+ STBTT_vcurve,
+ STBTT_vcubic
+ };
+#endif
+
+#ifndef stbtt_vertex // you can predefine this to use different values
+ // (we share this with other code at RAD)
+ #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file
+ typedef struct
+ {
+ stbtt_vertex_type x,y,cx,cy,cx1,cy1;
+ unsigned char type,padding;
+ } stbtt_vertex;
+#endif
+
+STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index);
+// returns non-zero if nothing is drawn for this glyph
+
+STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices);
+STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices);
+// returns # of vertices and fills *vertices with the pointer to them
+// these are expressed in "unscaled" coordinates
+//
+// The shape is a series of contours. Each one starts with
+// a STBTT_moveto, then consists of a series of mixed
+// STBTT_lineto and STBTT_curveto segments. A lineto
+// draws a line from previous endpoint to its x,y; a curveto
+// draws a quadratic bezier from previous endpoint to
+// its x,y, using cx,cy as the bezier control point.
+
+STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);
+// frees the data allocated above
+
+STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl);
+STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg);
+STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg);
+// fills svg with the character's SVG data.
+// returns data size or 0 if SVG not found.
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// BITMAP RENDERING
+//
+
+STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata);
+// frees the bitmap allocated below
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
+// allocates a large-enough single-channel 8bpp bitmap and renders the
+// specified character/glyph at the specified scale into it, with
+// antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque).
+// *width & *height are filled out with the width & height of the bitmap,
+// which is stored left-to-right, top-to-bottom.
+//
+// xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff);
+// the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel
+// shift for the character
+
+STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint);
+// the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap
+// in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap
+// is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the
+// width and height and positioning info for it first.
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint);
+// same as stbtt_MakeCodepointBitmap, but you can specify a subpixel
+// shift for the character
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint);
+// same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering
+// is performed (see stbtt_PackSetOversampling)
+
+STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
+// get the bbox of the bitmap centered around the glyph origin; so the
+// bitmap width is ix1-ix0, height is iy1-iy0, and location to place
+// the bitmap top left is (leftSideBearing*scale,iy0).
+// (Note that the bitmap uses y-increases-down, but the shape uses
+// y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.)
+
+STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
+// same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel
+// shift for the character
+
+// the following functions are equivalent to the above functions, but operate
+// on glyph indices instead of Unicode codepoints (for efficiency)
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph);
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph);
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph);
+STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1);
+STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1);
+
+
+// @TODO: don't expose this structure
+typedef struct
+{
+ int w,h,stride;
+ unsigned char *pixels;
+} stbtt__bitmap;
+
+// rasterize a shape with quadratic beziers into a bitmap
+STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into
+ float flatness_in_pixels, // allowable error of curve in pixels
+ stbtt_vertex *vertices, // array of vertices defining shape
+ int num_verts, // number of vertices in above array
+ float scale_x, float scale_y, // scale applied to input vertices
+ float shift_x, float shift_y, // translation applied to input vertices
+ int x_off, int y_off, // another translation applied to input
+ int invert, // if non-zero, vertically flip shape
+ void *userdata); // context for to STBTT_MALLOC
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Signed Distance Function (or Field) rendering
+
+STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata);
+// frees the SDF bitmap allocated below
+
+STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
+STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff);
+// These functions compute a discretized SDF field for a single character, suitable for storing
+// in a single-channel texture, sampling with bilinear filtering, and testing against
+// larger than some threshold to produce scalable fonts.
+// info -- the font
+// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap
+// glyph/codepoint -- the character to generate the SDF for
+// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0),
+// which allows effects like bit outlines
+// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character)
+// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale)
+// if positive, > onedge_value is inside; if negative, < onedge_value is inside
+// width,height -- output height & width of the SDF bitmap (including padding)
+// xoff,yoff -- output origin of the character
+// return value -- a 2D array of bytes 0..255, width*height in size
+//
+// pixel_dist_scale & onedge_value are a scale & bias that allows you to make
+// optimal use of the limited 0..255 for your application, trading off precision
+// and special effects. SDF values outside the range 0..255 are clamped to 0..255.
+//
+// Example:
+// scale = stbtt_ScaleForPixelHeight(22)
+// padding = 5
+// onedge_value = 180
+// pixel_dist_scale = 180/5.0 = 36.0
+//
+// This will create an SDF bitmap in which the character is about 22 pixels
+// high but the whole bitmap is about 22+5+5=32 pixels high. To produce a filled
+// shape, sample the SDF at each pixel and fill the pixel if the SDF value
+// is greater than or equal to 180/255. (You'll actually want to antialias,
+// which is beyond the scope of this example.) Additionally, you can compute
+// offset outlines (e.g. to stroke the character border inside & outside,
+// or only outside). For example, to fill outside the character up to 3 SDF
+// pixels, you would compare against (180-36.0*3)/255 = 72/255. The above
+// choice of variables maps a range from 5 pixels outside the shape to
+// 2 pixels inside the shape to 0..255; this is intended primarily for apply
+// outside effects only (the interior range is needed to allow proper
+// antialiasing of the font at *smaller* sizes)
+//
+// The function computes the SDF analytically at each SDF pixel, not by e.g.
+// building a higher-res bitmap and approximating it. In theory the quality
+// should be as high as possible for an SDF of this size & representation, but
+// unclear if this is true in practice (perhaps building a higher-res bitmap
+// and computing from that can allow drop-out prevention).
+//
+// The algorithm has not been optimized at all, so expect it to be slow
+// if computing lots of characters or very large sizes.
+
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Finding the right font...
+//
+// You should really just solve this offline, keep your own tables
+// of what font is what, and don't try to get it out of the .ttf file.
+// That's because getting it out of the .ttf file is really hard, because
+// the names in the file can appear in many possible encodings, in many
+// possible languages, and e.g. if you need a case-insensitive comparison,
+// the details of that depend on the encoding & language in a complex way
+// (actually underspecified in truetype, but also gigantic).
+//
+// But you can use the provided functions in two possible ways:
+// stbtt_FindMatchingFont() will use *case-sensitive* comparisons on
+// unicode-encoded names to try to find the font you want;
+// you can run this before calling stbtt_InitFont()
+//
+// stbtt_GetFontNameString() lets you get any of the various strings
+// from the file yourself and do your own comparisons on them.
+// You have to have called stbtt_InitFont() first.
+
+
+STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags);
+// returns the offset (not index) of the font that matches, or -1 if none
+// if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold".
+// if you use any other flag, use a font name like "Arial"; this checks
+// the 'macStyle' header field; i don't know if fonts set this consistently
+#define STBTT_MACSTYLE_DONTCARE 0
+#define STBTT_MACSTYLE_BOLD 1
+#define STBTT_MACSTYLE_ITALIC 2
+#define STBTT_MACSTYLE_UNDERSCORE 4
+#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0
+
+STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2);
+// returns 1/0 whether the first string interpreted as utf8 is identical to
+// the second string interpreted as big-endian utf16... useful for strings from next func
+
+STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID);
+// returns the string (which may be big-endian double byte, e.g. for unicode)
+// and puts the length in bytes in *length.
+//
+// some of the values for the IDs are below; for more see the truetype spec:
+// http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html
+// http://www.microsoft.com/typography/otspec/name.htm
+
+enum { // platformID
+ STBTT_PLATFORM_ID_UNICODE =0,
+ STBTT_PLATFORM_ID_MAC =1,
+ STBTT_PLATFORM_ID_ISO =2,
+ STBTT_PLATFORM_ID_MICROSOFT =3
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_UNICODE
+ STBTT_UNICODE_EID_UNICODE_1_0 =0,
+ STBTT_UNICODE_EID_UNICODE_1_1 =1,
+ STBTT_UNICODE_EID_ISO_10646 =2,
+ STBTT_UNICODE_EID_UNICODE_2_0_BMP=3,
+ STBTT_UNICODE_EID_UNICODE_2_0_FULL=4
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT
+ STBTT_MS_EID_SYMBOL =0,
+ STBTT_MS_EID_UNICODE_BMP =1,
+ STBTT_MS_EID_SHIFTJIS =2,
+ STBTT_MS_EID_UNICODE_FULL =10
+};
+
+enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes
+ STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4,
+ STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5,
+ STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6,
+ STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7
+};
+
+enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID...
+ // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs
+ STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410,
+ STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411,
+ STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412,
+ STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419,
+ STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409,
+ STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D
+};
+
+enum { // languageID for STBTT_PLATFORM_ID_MAC
+ STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11,
+ STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23,
+ STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32,
+ STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 ,
+ STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 ,
+ STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33,
+ STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19
+};
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // __STB_INCLUDE_STB_TRUETYPE_H__
+
+///////////////////////////////////////////////////////////////////////////////
+///////////////////////////////////////////////////////////////////////////////
+////
+//// IMPLEMENTATION
+////
+////
+
+#ifdef STB_TRUETYPE_IMPLEMENTATION
+
+#ifndef STBTT_MAX_OVERSAMPLE
+#define STBTT_MAX_OVERSAMPLE 8
+#endif
+
+#if STBTT_MAX_OVERSAMPLE > 255
+#error "STBTT_MAX_OVERSAMPLE cannot be > 255"
+#endif
+
+typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1];
+
+#ifndef STBTT_RASTERIZER_VERSION
+#define STBTT_RASTERIZER_VERSION 2
+#endif
+
+#ifdef _MSC_VER
+#define STBTT__NOTUSED(v) (void)(v)
+#else
+#define STBTT__NOTUSED(v) (void)sizeof(v)
+#endif
+
+//////////////////////////////////////////////////////////////////////////
+//
+// stbtt__buf helpers to parse data from file
+//
+
+static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b)
+{
+ if (b->cursor >= b->size)
+ return 0;
+ return b->data[b->cursor++];
+}
+
+static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b)
+{
+ if (b->cursor >= b->size)
+ return 0;
+ return b->data[b->cursor];
+}
+
+static void stbtt__buf_seek(stbtt__buf *b, int o)
+{
+ STBTT_assert(!(o > b->size || o < 0));
+ b->cursor = (o > b->size || o < 0) ? b->size : o;
+}
+
+static void stbtt__buf_skip(stbtt__buf *b, int o)
+{
+ stbtt__buf_seek(b, b->cursor + o);
+}
+
+static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n)
+{
+ stbtt_uint32 v = 0;
+ int i;
+ STBTT_assert(n >= 1 && n <= 4);
+ for (i = 0; i < n; i++)
+ v = (v << 8) | stbtt__buf_get8(b);
+ return v;
+}
+
+static stbtt__buf stbtt__new_buf(const void *p, size_t size)
+{
+ stbtt__buf r;
+ STBTT_assert(size < 0x40000000);
+ r.data = (stbtt_uint8*) p;
+ r.size = (int) size;
+ r.cursor = 0;
+ return r;
+}
+
+#define stbtt__buf_get16(b) stbtt__buf_get((b), 2)
+#define stbtt__buf_get32(b) stbtt__buf_get((b), 4)
+
+static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s)
+{
+ stbtt__buf r = stbtt__new_buf(NULL, 0);
+ if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r;
+ r.data = b->data + o;
+ r.size = s;
+ return r;
+}
+
+static stbtt__buf stbtt__cff_get_index(stbtt__buf *b)
+{
+ int count, start, offsize;
+ start = b->cursor;
+ count = stbtt__buf_get16(b);
+ if (count) {
+ offsize = stbtt__buf_get8(b);
+ STBTT_assert(offsize >= 1 && offsize <= 4);
+ stbtt__buf_skip(b, offsize * count);
+ stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1);
+ }
+ return stbtt__buf_range(b, start, b->cursor - start);
+}
+
+static stbtt_uint32 stbtt__cff_int(stbtt__buf *b)
+{
+ int b0 = stbtt__buf_get8(b);
+ if (b0 >= 32 && b0 <= 246) return b0 - 139;
+ else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108;
+ else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108;
+ else if (b0 == 28) return stbtt__buf_get16(b);
+ else if (b0 == 29) return stbtt__buf_get32(b);
+ STBTT_assert(0);
+ return 0;
+}
+
+static void stbtt__cff_skip_operand(stbtt__buf *b) {
+ int v, b0 = stbtt__buf_peek8(b);
+ STBTT_assert(b0 >= 28);
+ if (b0 == 30) {
+ stbtt__buf_skip(b, 1);
+ while (b->cursor < b->size) {
+ v = stbtt__buf_get8(b);
+ if ((v & 0xF) == 0xF || (v >> 4) == 0xF)
+ break;
+ }
+ } else {
+ stbtt__cff_int(b);
+ }
+}
+
+static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key)
+{
+ stbtt__buf_seek(b, 0);
+ while (b->cursor < b->size) {
+ int start = b->cursor, end, op;
+ while (stbtt__buf_peek8(b) >= 28)
+ stbtt__cff_skip_operand(b);
+ end = b->cursor;
+ op = stbtt__buf_get8(b);
+ if (op == 12) op = stbtt__buf_get8(b) | 0x100;
+ if (op == key) return stbtt__buf_range(b, start, end-start);
+ }
+ return stbtt__buf_range(b, 0, 0);
+}
+
+static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out)
+{
+ int i;
+ stbtt__buf operands = stbtt__dict_get(b, key);
+ for (i = 0; i < outcount && operands.cursor < operands.size; i++)
+ out[i] = stbtt__cff_int(&operands);
+}
+
+static int stbtt__cff_index_count(stbtt__buf *b)
+{
+ stbtt__buf_seek(b, 0);
+ return stbtt__buf_get16(b);
+}
+
+static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i)
+{
+ int count, offsize, start, end;
+ stbtt__buf_seek(&b, 0);
+ count = stbtt__buf_get16(&b);
+ offsize = stbtt__buf_get8(&b);
+ STBTT_assert(i >= 0 && i < count);
+ STBTT_assert(offsize >= 1 && offsize <= 4);
+ stbtt__buf_skip(&b, i*offsize);
+ start = stbtt__buf_get(&b, offsize);
+ end = stbtt__buf_get(&b, offsize);
+ return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start);
+}
+
+//////////////////////////////////////////////////////////////////////////
+//
+// accessors to parse data from file
+//
+
+// on platforms that don't allow misaligned reads, if we want to allow
+// truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE
+
+#define ttBYTE(p) (* (stbtt_uint8 *) (p))
+#define ttCHAR(p) (* (stbtt_int8 *) (p))
+#define ttFixed(p) ttLONG(p)
+
+static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; }
+static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; }
+static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
+static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; }
+
+#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3))
+#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3])
+
+static int stbtt__isfont(stbtt_uint8 *font)
+{
+ // check the version number
+ if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1
+ if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this!
+ if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF
+ if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0
+ if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts
+ return 0;
+}
+
+// @OPTIMIZE: binary search
+static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag)
+{
+ stbtt_int32 num_tables = ttUSHORT(data+fontstart+4);
+ stbtt_uint32 tabledir = fontstart + 12;
+ stbtt_int32 i;
+ for (i=0; i < num_tables; ++i) {
+ stbtt_uint32 loc = tabledir + 16*i;
+ if (stbtt_tag(data+loc+0, tag))
+ return ttULONG(data+loc+8);
+ }
+ return 0;
+}
+
+static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index)
+{
+ // if it's just a font, there's only one valid index
+ if (stbtt__isfont(font_collection))
+ return index == 0 ? 0 : -1;
+
+ // check if it's a TTC
+ if (stbtt_tag(font_collection, "ttcf")) {
+ // version 1?
+ if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
+ stbtt_int32 n = ttLONG(font_collection+8);
+ if (index >= n)
+ return -1;
+ return ttULONG(font_collection+12+index*4);
+ }
+ }
+ return -1;
+}
+
+static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection)
+{
+ // if it's just a font, there's only one valid font
+ if (stbtt__isfont(font_collection))
+ return 1;
+
+ // check if it's a TTC
+ if (stbtt_tag(font_collection, "ttcf")) {
+ // version 1?
+ if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) {
+ return ttLONG(font_collection+8);
+ }
+ }
+ return 0;
+}
+
+static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict)
+{
+ stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 };
+ stbtt__buf pdict;
+ stbtt__dict_get_ints(&fontdict, 18, 2, private_loc);
+ if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0);
+ pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]);
+ stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff);
+ if (!subrsoff) return stbtt__new_buf(NULL, 0);
+ stbtt__buf_seek(&cff, private_loc[1]+subrsoff);
+ return stbtt__cff_get_index(&cff);
+}
+
+// since most people won't use this, find this table the first time it's needed
+static int stbtt__get_svg(stbtt_fontinfo *info)
+{
+ stbtt_uint32 t;
+ if (info->svg < 0) {
+ t = stbtt__find_table(info->data, info->fontstart, "SVG ");
+ if (t) {
+ stbtt_uint32 offset = ttULONG(info->data + t + 2);
+ info->svg = t + offset;
+ } else {
+ info->svg = 0;
+ }
+ }
+ return info->svg;
+}
+
+static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart)
+{
+ stbtt_uint32 cmap, t;
+ stbtt_int32 i,numTables;
+
+ info->data = data;
+ info->fontstart = fontstart;
+ info->cff = stbtt__new_buf(NULL, 0);
+
+ cmap = stbtt__find_table(data, fontstart, "cmap"); // required
+ info->loca = stbtt__find_table(data, fontstart, "loca"); // required
+ info->head = stbtt__find_table(data, fontstart, "head"); // required
+ info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required
+ info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required
+ info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required
+ info->kern = stbtt__find_table(data, fontstart, "kern"); // not required
+ info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required
+
+ if (!cmap || !info->head || !info->hhea || !info->hmtx)
+ return 0;
+ if (info->glyf) {
+ // required for truetype
+ if (!info->loca) return 0;
+ } else {
+ // initialization for CFF / Type2 fonts (OTF)
+ stbtt__buf b, topdict, topdictidx;
+ stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0;
+ stbtt_uint32 cff;
+
+ cff = stbtt__find_table(data, fontstart, "CFF ");
+ if (!cff) return 0;
+
+ info->fontdicts = stbtt__new_buf(NULL, 0);
+ info->fdselect = stbtt__new_buf(NULL, 0);
+
+ // @TODO this should use size from table (not 512MB)
+ info->cff = stbtt__new_buf(data+cff, 512*1024*1024);
+ b = info->cff;
+
+ // read the header
+ stbtt__buf_skip(&b, 2);
+ stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize
+
+ // @TODO the name INDEX could list multiple fonts,
+ // but we just use the first one.
+ stbtt__cff_get_index(&b); // name INDEX
+ topdictidx = stbtt__cff_get_index(&b);
+ topdict = stbtt__cff_index_get(topdictidx, 0);
+ stbtt__cff_get_index(&b); // string INDEX
+ info->gsubrs = stbtt__cff_get_index(&b);
+
+ stbtt__dict_get_ints(&topdict, 17, 1, &charstrings);
+ stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype);
+ stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff);
+ stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff);
+ info->subrs = stbtt__get_subrs(b, topdict);
+
+ // we only support Type 2 charstrings
+ if (cstype != 2) return 0;
+ if (charstrings == 0) return 0;
+
+ if (fdarrayoff) {
+ // looks like a CID font
+ if (!fdselectoff) return 0;
+ stbtt__buf_seek(&b, fdarrayoff);
+ info->fontdicts = stbtt__cff_get_index(&b);
+ info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff);
+ }
+
+ stbtt__buf_seek(&b, charstrings);
+ info->charstrings = stbtt__cff_get_index(&b);
+ }
+
+ t = stbtt__find_table(data, fontstart, "maxp");
+ if (t)
+ info->numGlyphs = ttUSHORT(data+t+4);
+ else
+ info->numGlyphs = 0xffff;
+
+ info->svg = -1;
+
+ // find a cmap encoding table we understand *now* to avoid searching
+ // later. (todo: could make this installable)
+ // the same regardless of glyph.
+ numTables = ttUSHORT(data + cmap + 2);
+ info->index_map = 0;
+ for (i=0; i < numTables; ++i) {
+ stbtt_uint32 encoding_record = cmap + 4 + 8 * i;
+ // find an encoding we understand:
+ switch(ttUSHORT(data+encoding_record)) {
+ case STBTT_PLATFORM_ID_MICROSOFT:
+ switch (ttUSHORT(data+encoding_record+2)) {
+ case STBTT_MS_EID_UNICODE_BMP:
+ case STBTT_MS_EID_UNICODE_FULL:
+ // MS/Unicode
+ info->index_map = cmap + ttULONG(data+encoding_record+4);
+ break;
+ }
+ break;
+ case STBTT_PLATFORM_ID_UNICODE:
+ // Mac/iOS has these
+ // all the encodingIDs are unicode, so we don't bother to check it
+ info->index_map = cmap + ttULONG(data+encoding_record+4);
+ break;
+ }
+ }
+ if (info->index_map == 0)
+ return 0;
+
+ info->indexToLocFormat = ttUSHORT(data+info->head + 50);
+ return 1;
+}
+
+STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint)
+{
+ stbtt_uint8 *data = info->data;
+ stbtt_uint32 index_map = info->index_map;
+
+ stbtt_uint16 format = ttUSHORT(data + index_map + 0);
+ if (format == 0) { // apple byte encoding
+ stbtt_int32 bytes = ttUSHORT(data + index_map + 2);
+ if (unicode_codepoint < bytes-6)
+ return ttBYTE(data + index_map + 6 + unicode_codepoint);
+ return 0;
+ } else if (format == 6) {
+ stbtt_uint32 first = ttUSHORT(data + index_map + 6);
+ stbtt_uint32 count = ttUSHORT(data + index_map + 8);
+ if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count)
+ return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2);
+ return 0;
+ } else if (format == 2) {
+ STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean
+ return 0;
+ } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges
+ stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1;
+ stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1;
+ stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10);
+ stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1;
+
+ // do a binary search of the segments
+ stbtt_uint32 endCount = index_map + 14;
+ stbtt_uint32 search = endCount;
+
+ if (unicode_codepoint > 0xffff)
+ return 0;
+
+ // they lie from endCount .. endCount + segCount
+ // but searchRange is the nearest power of two, so...
+ if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2))
+ search += rangeShift*2;
+
+ // now decrement to bias correctly to find smallest
+ search -= 2;
+ while (entrySelector) {
+ stbtt_uint16 end;
+ searchRange >>= 1;
+ end = ttUSHORT(data + search + searchRange*2);
+ if (unicode_codepoint > end)
+ search += searchRange*2;
+ --entrySelector;
+ }
+ search += 2;
+
+ {
+ stbtt_uint16 offset, start, last;
+ stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
+
+ start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
+ last = ttUSHORT(data + endCount + 2*item);
+ if (unicode_codepoint < start || unicode_codepoint > last)
+ return 0;
+
+ offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
+ if (offset == 0)
+ return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item));
+
+ return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item);
+ }
+ } else if (format == 12 || format == 13) {
+ stbtt_uint32 ngroups = ttULONG(data+index_map+12);
+ stbtt_int32 low,high;
+ low = 0; high = (stbtt_int32)ngroups;
+ // Binary search the right group.
+ while (low < high) {
+ stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high
+ stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12);
+ stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4);
+ if ((stbtt_uint32) unicode_codepoint < start_char)
+ high = mid;
+ else if ((stbtt_uint32) unicode_codepoint > end_char)
+ low = mid+1;
+ else {
+ stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8);
+ if (format == 12)
+ return start_glyph + unicode_codepoint-start_char;
+ else // format == 13
+ return start_glyph;
+ }
+ }
+ return 0; // not found
+ }
+ // @TODO
+ STBTT_assert(0);
+ return 0;
+}
+
+STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices)
+{
+ return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices);
+}
+
+static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy)
+{
+ v->type = type;
+ v->x = (stbtt_int16) x;
+ v->y = (stbtt_int16) y;
+ v->cx = (stbtt_int16) cx;
+ v->cy = (stbtt_int16) cy;
+}
+
+static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index)
+{
+ int g1,g2;
+
+ STBTT_assert(!info->cff.size);
+
+ if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range
+ if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format
+
+ if (info->indexToLocFormat == 0) {
+ g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2;
+ g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2;
+ } else {
+ g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4);
+ g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4);
+ }
+
+ return g1==g2 ? -1 : g1; // if length is 0, return -1
+}
+
+static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
+
+STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
+{
+ if (info->cff.size) {
+ stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1);
+ } else {
+ int g = stbtt__GetGlyfOffset(info, glyph_index);
+ if (g < 0) return 0;
+
+ if (x0) *x0 = ttSHORT(info->data + g + 2);
+ if (y0) *y0 = ttSHORT(info->data + g + 4);
+ if (x1) *x1 = ttSHORT(info->data + g + 6);
+ if (y1) *y1 = ttSHORT(info->data + g + 8);
+ }
+ return 1;
+}
+
+STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1)
+{
+ return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1);
+}
+
+STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index)
+{
+ stbtt_int16 numberOfContours;
+ int g;
+ if (info->cff.size)
+ return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0;
+ g = stbtt__GetGlyfOffset(info, glyph_index);
+ if (g < 0) return 1;
+ numberOfContours = ttSHORT(info->data + g);
+ return numberOfContours == 0;
+}
+
+static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off,
+ stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy)
+{
+ if (start_off) {
+ if (was_off)
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy);
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy);
+ } else {
+ if (was_off)
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy);
+ else
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0);
+ }
+ return num_vertices;
+}
+
+static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+ stbtt_int16 numberOfContours;
+ stbtt_uint8 *endPtsOfContours;
+ stbtt_uint8 *data = info->data;
+ stbtt_vertex *vertices=0;
+ int num_vertices=0;
+ int g = stbtt__GetGlyfOffset(info, glyph_index);
+
+ *pvertices = NULL;
+
+ if (g < 0) return 0;
+
+ numberOfContours = ttSHORT(data + g);
+
+ if (numberOfContours > 0) {
+ stbtt_uint8 flags=0,flagcount;
+ stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0;
+ stbtt_int32 x,y,cx,cy,sx,sy, scx,scy;
+ stbtt_uint8 *points;
+ endPtsOfContours = (data + g + 10);
+ ins = ttUSHORT(data + g + 10 + numberOfContours * 2);
+ points = data + g + 10 + numberOfContours * 2 + 2 + ins;
+
+ n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2);
+
+ m = n + 2*numberOfContours; // a loose bound on how many vertices we might need
+ vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata);
+ if (vertices == 0)
+ return 0;
+
+ next_move = 0;
+ flagcount=0;
+
+ // in first pass, we load uninterpreted data into the allocated array
+ // above, shifted to the end of the array so we won't overwrite it when
+ // we create our final data starting from the front
+
+ off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated
+
+ // first load flags
+
+ for (i=0; i < n; ++i) {
+ if (flagcount == 0) {
+ flags = *points++;
+ if (flags & 8)
+ flagcount = *points++;
+ } else
+ --flagcount;
+ vertices[off+i].type = flags;
+ }
+
+ // now load x coordinates
+ x=0;
+ for (i=0; i < n; ++i) {
+ flags = vertices[off+i].type;
+ if (flags & 2) {
+ stbtt_int16 dx = *points++;
+ x += (flags & 16) ? dx : -dx; // ???
+ } else {
+ if (!(flags & 16)) {
+ x = x + (stbtt_int16) (points[0]*256 + points[1]);
+ points += 2;
+ }
+ }
+ vertices[off+i].x = (stbtt_int16) x;
+ }
+
+ // now load y coordinates
+ y=0;
+ for (i=0; i < n; ++i) {
+ flags = vertices[off+i].type;
+ if (flags & 4) {
+ stbtt_int16 dy = *points++;
+ y += (flags & 32) ? dy : -dy; // ???
+ } else {
+ if (!(flags & 32)) {
+ y = y + (stbtt_int16) (points[0]*256 + points[1]);
+ points += 2;
+ }
+ }
+ vertices[off+i].y = (stbtt_int16) y;
+ }
+
+ // now convert them to our format
+ num_vertices=0;
+ sx = sy = cx = cy = scx = scy = 0;
+ for (i=0; i < n; ++i) {
+ flags = vertices[off+i].type;
+ x = (stbtt_int16) vertices[off+i].x;
+ y = (stbtt_int16) vertices[off+i].y;
+
+ if (next_move == i) {
+ if (i != 0)
+ num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
+
+ // now start the new one
+ start_off = !(flags & 1);
+ if (start_off) {
+ // if we start off with an off-curve point, then when we need to find a point on the curve
+ // where we can start, and we need to save some state for when we wraparound.
+ scx = x;
+ scy = y;
+ if (!(vertices[off+i+1].type & 1)) {
+ // next point is also a curve point, so interpolate an on-point curve
+ sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1;
+ sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1;
+ } else {
+ // otherwise just use the next point as our start point
+ sx = (stbtt_int32) vertices[off+i+1].x;
+ sy = (stbtt_int32) vertices[off+i+1].y;
+ ++i; // we're using point i+1 as the starting point, so skip it
+ }
+ } else {
+ sx = x;
+ sy = y;
+ }
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0);
+ was_off = 0;
+ next_move = 1 + ttUSHORT(endPtsOfContours+j*2);
+ ++j;
+ } else {
+ if (!(flags & 1)) { // if it's a curve
+ if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy);
+ cx = x;
+ cy = y;
+ was_off = 1;
+ } else {
+ if (was_off)
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy);
+ else
+ stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0);
+ was_off = 0;
+ }
+ }
+ }
+ num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
+ } else if (numberOfContours < 0) {
+ // Compound shapes.
+ int more = 1;
+ stbtt_uint8 *comp = data + g + 10;
+ num_vertices = 0;
+ vertices = 0;
+ while (more) {
+ stbtt_uint16 flags, gidx;
+ int comp_num_verts = 0, i;
+ stbtt_vertex *comp_verts = 0, *tmp = 0;
+ float mtx[6] = {1,0,0,1,0,0}, m, n;
+
+ flags = ttSHORT(comp); comp+=2;
+ gidx = ttSHORT(comp); comp+=2;
+
+ if (flags & 2) { // XY values
+ if (flags & 1) { // shorts
+ mtx[4] = ttSHORT(comp); comp+=2;
+ mtx[5] = ttSHORT(comp); comp+=2;
+ } else {
+ mtx[4] = ttCHAR(comp); comp+=1;
+ mtx[5] = ttCHAR(comp); comp+=1;
+ }
+ }
+ else {
+ // @TODO handle matching point
+ STBTT_assert(0);
+ }
+ if (flags & (1<<3)) { // WE_HAVE_A_SCALE
+ mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+ mtx[1] = mtx[2] = 0;
+ } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE
+ mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
+ mtx[1] = mtx[2] = 0;
+ mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+ } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO
+ mtx[0] = ttSHORT(comp)/16384.0f; comp+=2;
+ mtx[1] = ttSHORT(comp)/16384.0f; comp+=2;
+ mtx[2] = ttSHORT(comp)/16384.0f; comp+=2;
+ mtx[3] = ttSHORT(comp)/16384.0f; comp+=2;
+ }
+
+ // Find transformation scales.
+ m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]);
+ n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]);
+
+ // Get indexed glyph.
+ comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts);
+ if (comp_num_verts > 0) {
+ // Transform vertices.
+ for (i = 0; i < comp_num_verts; ++i) {
+ stbtt_vertex* v = &comp_verts[i];
+ stbtt_vertex_type x,y;
+ x=v->x; y=v->y;
+ v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
+ v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
+ x=v->cx; y=v->cy;
+ v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4]));
+ v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5]));
+ }
+ // Append vertices.
+ tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata);
+ if (!tmp) {
+ if (vertices) STBTT_free(vertices, info->userdata);
+ if (comp_verts) STBTT_free(comp_verts, info->userdata);
+ return 0;
+ }
+ if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
+ STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
+ if (vertices) STBTT_free(vertices, info->userdata);
+ vertices = tmp;
+ STBTT_free(comp_verts, info->userdata);
+ num_vertices += comp_num_verts;
+ }
+ // More components ?
+ more = flags & (1<<5);
+ }
+ } else {
+ // numberOfCounters == 0, do nothing
+ }
+
+ *pvertices = vertices;
+ return num_vertices;
+}
+
+typedef struct
+{
+ int bounds;
+ int started;
+ float first_x, first_y;
+ float x, y;
+ stbtt_int32 min_x, max_x, min_y, max_y;
+
+ stbtt_vertex *pvertices;
+ int num_vertices;
+} stbtt__csctx;
+
+#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0}
+
+static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y)
+{
+ if (x > c->max_x || !c->started) c->max_x = x;
+ if (y > c->max_y || !c->started) c->max_y = y;
+ if (x < c->min_x || !c->started) c->min_x = x;
+ if (y < c->min_y || !c->started) c->min_y = y;
+ c->started = 1;
+}
+
+static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1)
+{
+ if (c->bounds) {
+ stbtt__track_vertex(c, x, y);
+ if (type == STBTT_vcubic) {
+ stbtt__track_vertex(c, cx, cy);
+ stbtt__track_vertex(c, cx1, cy1);
+ }
+ } else {
+ stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy);
+ c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1;
+ c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1;
+ }
+ c->num_vertices++;
+}
+
+static void stbtt__csctx_close_shape(stbtt__csctx *ctx)
+{
+ if (ctx->first_x != ctx->x || ctx->first_y != ctx->y)
+ stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy)
+{
+ stbtt__csctx_close_shape(ctx);
+ ctx->first_x = ctx->x = ctx->x + dx;
+ ctx->first_y = ctx->y = ctx->y + dy;
+ stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy)
+{
+ ctx->x += dx;
+ ctx->y += dy;
+ stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0);
+}
+
+static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3)
+{
+ float cx1 = ctx->x + dx1;
+ float cy1 = ctx->y + dy1;
+ float cx2 = cx1 + dx2;
+ float cy2 = cy1 + dy2;
+ ctx->x = cx2 + dx3;
+ ctx->y = cy2 + dy3;
+ stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2);
+}
+
+static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n)
+{
+ int count = stbtt__cff_index_count(&idx);
+ int bias = 107;
+ if (count >= 33900)
+ bias = 32768;
+ else if (count >= 1240)
+ bias = 1131;
+ n += bias;
+ if (n < 0 || n >= count)
+ return stbtt__new_buf(NULL, 0);
+ return stbtt__cff_index_get(idx, n);
+}
+
+static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index)
+{
+ stbtt__buf fdselect = info->fdselect;
+ int nranges, start, end, v, fmt, fdselector = -1, i;
+
+ stbtt__buf_seek(&fdselect, 0);
+ fmt = stbtt__buf_get8(&fdselect);
+ if (fmt == 0) {
+ // untested
+ stbtt__buf_skip(&fdselect, glyph_index);
+ fdselector = stbtt__buf_get8(&fdselect);
+ } else if (fmt == 3) {
+ nranges = stbtt__buf_get16(&fdselect);
+ start = stbtt__buf_get16(&fdselect);
+ for (i = 0; i < nranges; i++) {
+ v = stbtt__buf_get8(&fdselect);
+ end = stbtt__buf_get16(&fdselect);
+ if (glyph_index >= start && glyph_index < end) {
+ fdselector = v;
+ break;
+ }
+ start = end;
+ }
+ }
+ if (fdselector == -1) stbtt__new_buf(NULL, 0);
+ return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector));
+}
+
+static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c)
+{
+ int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0;
+ int has_subrs = 0, clear_stack;
+ float s[48];
+ stbtt__buf subr_stack[10], subrs = info->subrs, b;
+ float f;
+
+#define STBTT__CSERR(s) (0)
+
+ // this currently ignores the initial width value, which isn't needed if we have hmtx
+ b = stbtt__cff_index_get(info->charstrings, glyph_index);
+ while (b.cursor < b.size) {
+ i = 0;
+ clear_stack = 1;
+ b0 = stbtt__buf_get8(&b);
+ switch (b0) {
+ // @TODO implement hinting
+ case 0x13: // hintmask
+ case 0x14: // cntrmask
+ if (in_header)
+ maskbits += (sp / 2); // implicit "vstem"
+ in_header = 0;
+ stbtt__buf_skip(&b, (maskbits + 7) / 8);
+ break;
+
+ case 0x01: // hstem
+ case 0x03: // vstem
+ case 0x12: // hstemhm
+ case 0x17: // vstemhm
+ maskbits += (sp / 2);
+ break;
+
+ case 0x15: // rmoveto
+ in_header = 0;
+ if (sp < 2) return STBTT__CSERR("rmoveto stack");
+ stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]);
+ break;
+ case 0x04: // vmoveto
+ in_header = 0;
+ if (sp < 1) return STBTT__CSERR("vmoveto stack");
+ stbtt__csctx_rmove_to(c, 0, s[sp-1]);
+ break;
+ case 0x16: // hmoveto
+ in_header = 0;
+ if (sp < 1) return STBTT__CSERR("hmoveto stack");
+ stbtt__csctx_rmove_to(c, s[sp-1], 0);
+ break;
+
+ case 0x05: // rlineto
+ if (sp < 2) return STBTT__CSERR("rlineto stack");
+ for (; i + 1 < sp; i += 2)
+ stbtt__csctx_rline_to(c, s[i], s[i+1]);
+ break;
+
+ // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical
+ // starting from a different place.
+
+ case 0x07: // vlineto
+ if (sp < 1) return STBTT__CSERR("vlineto stack");
+ goto vlineto;
+ case 0x06: // hlineto
+ if (sp < 1) return STBTT__CSERR("hlineto stack");
+ for (;;) {
+ if (i >= sp) break;
+ stbtt__csctx_rline_to(c, s[i], 0);
+ i++;
+ vlineto:
+ if (i >= sp) break;
+ stbtt__csctx_rline_to(c, 0, s[i]);
+ i++;
+ }
+ break;
+
+ case 0x1F: // hvcurveto
+ if (sp < 4) return STBTT__CSERR("hvcurveto stack");
+ goto hvcurveto;
+ case 0x1E: // vhcurveto
+ if (sp < 4) return STBTT__CSERR("vhcurveto stack");
+ for (;;) {
+ if (i + 3 >= sp) break;
+ stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f);
+ i += 4;
+ hvcurveto:
+ if (i + 3 >= sp) break;
+ stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]);
+ i += 4;
+ }
+ break;
+
+ case 0x08: // rrcurveto
+ if (sp < 6) return STBTT__CSERR("rcurveline stack");
+ for (; i + 5 < sp; i += 6)
+ stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+ break;
+
+ case 0x18: // rcurveline
+ if (sp < 8) return STBTT__CSERR("rcurveline stack");
+ for (; i + 5 < sp - 2; i += 6)
+ stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+ if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack");
+ stbtt__csctx_rline_to(c, s[i], s[i+1]);
+ break;
+
+ case 0x19: // rlinecurve
+ if (sp < 8) return STBTT__CSERR("rlinecurve stack");
+ for (; i + 1 < sp - 6; i += 2)
+ stbtt__csctx_rline_to(c, s[i], s[i+1]);
+ if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack");
+ stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]);
+ break;
+
+ case 0x1A: // vvcurveto
+ case 0x1B: // hhcurveto
+ if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack");
+ f = 0.0;
+ if (sp & 1) { f = s[i]; i++; }
+ for (; i + 3 < sp; i += 4) {
+ if (b0 == 0x1B)
+ stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0);
+ else
+ stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]);
+ f = 0.0;
+ }
+ break;
+
+ case 0x0A: // callsubr
+ if (!has_subrs) {
+ if (info->fdselect.size)
+ subrs = stbtt__cid_get_glyph_subrs(info, glyph_index);
+ has_subrs = 1;
+ }
+ // FALLTHROUGH
+ case 0x1D: // callgsubr
+ if (sp < 1) return STBTT__CSERR("call(g|)subr stack");
+ v = (int) s[--sp];
+ if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit");
+ subr_stack[subr_stack_height++] = b;
+ b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v);
+ if (b.size == 0) return STBTT__CSERR("subr not found");
+ b.cursor = 0;
+ clear_stack = 0;
+ break;
+
+ case 0x0B: // return
+ if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr");
+ b = subr_stack[--subr_stack_height];
+ clear_stack = 0;
+ break;
+
+ case 0x0E: // endchar
+ stbtt__csctx_close_shape(c);
+ return 1;
+
+ case 0x0C: { // two-byte escape
+ float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6;
+ float dx, dy;
+ int b1 = stbtt__buf_get8(&b);
+ switch (b1) {
+ // @TODO These "flex" implementations ignore the flex-depth and resolution,
+ // and always draw beziers.
+ case 0x22: // hflex
+ if (sp < 7) return STBTT__CSERR("hflex stack");
+ dx1 = s[0];
+ dx2 = s[1];
+ dy2 = s[2];
+ dx3 = s[3];
+ dx4 = s[4];
+ dx5 = s[5];
+ dx6 = s[6];
+ stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0);
+ stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0);
+ break;
+
+ case 0x23: // flex
+ if (sp < 13) return STBTT__CSERR("flex stack");
+ dx1 = s[0];
+ dy1 = s[1];
+ dx2 = s[2];
+ dy2 = s[3];
+ dx3 = s[4];
+ dy3 = s[5];
+ dx4 = s[6];
+ dy4 = s[7];
+ dx5 = s[8];
+ dy5 = s[9];
+ dx6 = s[10];
+ dy6 = s[11];
+ //fd is s[12]
+ stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);
+ stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);
+ break;
+
+ case 0x24: // hflex1
+ if (sp < 9) return STBTT__CSERR("hflex1 stack");
+ dx1 = s[0];
+ dy1 = s[1];
+ dx2 = s[2];
+ dy2 = s[3];
+ dx3 = s[4];
+ dx4 = s[5];
+ dx5 = s[6];
+ dy5 = s[7];
+ dx6 = s[8];
+ stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0);
+ stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5));
+ break;
+
+ case 0x25: // flex1
+ if (sp < 11) return STBTT__CSERR("flex1 stack");
+ dx1 = s[0];
+ dy1 = s[1];
+ dx2 = s[2];
+ dy2 = s[3];
+ dx3 = s[4];
+ dy3 = s[5];
+ dx4 = s[6];
+ dy4 = s[7];
+ dx5 = s[8];
+ dy5 = s[9];
+ dx6 = dy6 = s[10];
+ dx = dx1+dx2+dx3+dx4+dx5;
+ dy = dy1+dy2+dy3+dy4+dy5;
+ if (STBTT_fabs(dx) > STBTT_fabs(dy))
+ dy6 = -dy;
+ else
+ dx6 = -dx;
+ stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3);
+ stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6);
+ break;
+
+ default:
+ return STBTT__CSERR("unimplemented");
+ }
+ } break;
+
+ default:
+ if (b0 != 255 && b0 != 28 && b0 < 32)
+ return STBTT__CSERR("reserved operator");
+
+ // push immediate
+ if (b0 == 255) {
+ f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000;
+ } else {
+ stbtt__buf_skip(&b, -1);
+ f = (float)(stbtt_int16)stbtt__cff_int(&b);
+ }
+ if (sp >= 48) return STBTT__CSERR("push stack overflow");
+ s[sp++] = f;
+ clear_stack = 0;
+ break;
+ }
+ if (clear_stack) sp = 0;
+ }
+ return STBTT__CSERR("no endchar");
+
+#undef STBTT__CSERR
+}
+
+static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+ // runs the charstring twice, once to count and once to output (to avoid realloc)
+ stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1);
+ stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0);
+ if (stbtt__run_charstring(info, glyph_index, &count_ctx)) {
+ *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata);
+ output_ctx.pvertices = *pvertices;
+ if (stbtt__run_charstring(info, glyph_index, &output_ctx)) {
+ STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices);
+ return output_ctx.num_vertices;
+ }
+ }
+ *pvertices = NULL;
+ return 0;
+}
+
+static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1)
+{
+ stbtt__csctx c = STBTT__CSCTX_INIT(1);
+ int r = stbtt__run_charstring(info, glyph_index, &c);
+ if (x0) *x0 = r ? c.min_x : 0;
+ if (y0) *y0 = r ? c.min_y : 0;
+ if (x1) *x1 = r ? c.max_x : 0;
+ if (y1) *y1 = r ? c.max_y : 0;
+ return r ? c.num_vertices : 0;
+}
+
+STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices)
+{
+ if (!info->cff.size)
+ return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices);
+ else
+ return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices);
+}
+
+STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing)
+{
+ stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34);
+ if (glyph_index < numOfLongHorMetrics) {
+ if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index);
+ if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2);
+ } else {
+ if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1));
+ if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics));
+ }
+}
+
+STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info)
+{
+ stbtt_uint8 *data = info->data + info->kern;
+
+ // we only look at the first table. it must be 'horizontal' and format 0.
+ if (!info->kern)
+ return 0;
+ if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
+ return 0;
+ if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
+ return 0;
+
+ return ttUSHORT(data+10);
+}
+
+STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length)
+{
+ stbtt_uint8 *data = info->data + info->kern;
+ int k, length;
+
+ // we only look at the first table. it must be 'horizontal' and format 0.
+ if (!info->kern)
+ return 0;
+ if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
+ return 0;
+ if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
+ return 0;
+
+ length = ttUSHORT(data+10);
+ if (table_length < length)
+ length = table_length;
+
+ for (k = 0; k < length; k++)
+ {
+ table[k].glyph1 = ttUSHORT(data+18+(k*6));
+ table[k].glyph2 = ttUSHORT(data+20+(k*6));
+ table[k].advance = ttSHORT(data+22+(k*6));
+ }
+
+ return length;
+}
+
+static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
+{
+ stbtt_uint8 *data = info->data + info->kern;
+ stbtt_uint32 needle, straw;
+ int l, r, m;
+
+ // we only look at the first table. it must be 'horizontal' and format 0.
+ if (!info->kern)
+ return 0;
+ if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
+ return 0;
+ if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
+ return 0;
+
+ l = 0;
+ r = ttUSHORT(data+10) - 1;
+ needle = glyph1 << 16 | glyph2;
+ while (l <= r) {
+ m = (l + r) >> 1;
+ straw = ttULONG(data+18+(m*6)); // note: unaligned read
+ if (needle < straw)
+ r = m - 1;
+ else if (needle > straw)
+ l = m + 1;
+ else
+ return ttSHORT(data+22+(m*6));
+ }
+ return 0;
+}
+
+static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph)
+{
+ stbtt_uint16 coverageFormat = ttUSHORT(coverageTable);
+ switch (coverageFormat) {
+ case 1: {
+ stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2);
+
+ // Binary search.
+ stbtt_int32 l=0, r=glyphCount-1, m;
+ int straw, needle=glyph;
+ while (l <= r) {
+ stbtt_uint8 *glyphArray = coverageTable + 4;
+ stbtt_uint16 glyphID;
+ m = (l + r) >> 1;
+ glyphID = ttUSHORT(glyphArray + 2 * m);
+ straw = glyphID;
+ if (needle < straw)
+ r = m - 1;
+ else if (needle > straw)
+ l = m + 1;
+ else {
+ return m;
+ }
+ }
+ break;
+ }
+
+ case 2: {
+ stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2);
+ stbtt_uint8 *rangeArray = coverageTable + 4;
+
+ // Binary search.
+ stbtt_int32 l=0, r=rangeCount-1, m;
+ int strawStart, strawEnd, needle=glyph;
+ while (l <= r) {
+ stbtt_uint8 *rangeRecord;
+ m = (l + r) >> 1;
+ rangeRecord = rangeArray + 6 * m;
+ strawStart = ttUSHORT(rangeRecord);
+ strawEnd = ttUSHORT(rangeRecord + 2);
+ if (needle < strawStart)
+ r = m - 1;
+ else if (needle > strawEnd)
+ l = m + 1;
+ else {
+ stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4);
+ return startCoverageIndex + glyph - strawStart;
+ }
+ }
+ break;
+ }
+
+ default: return -1; // unsupported
+ }
+
+ return -1;
+}
+
+static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
+{
+ stbtt_uint16 classDefFormat = ttUSHORT(classDefTable);
+ switch (classDefFormat)
+ {
+ case 1: {
+ stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2);
+ stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4);
+ stbtt_uint8 *classDef1ValueArray = classDefTable + 6;
+
+ if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)
+ return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));
+ break;
+ }
+
+ case 2: {
+ stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2);
+ stbtt_uint8 *classRangeRecords = classDefTable + 4;
+
+ // Binary search.
+ stbtt_int32 l=0, r=classRangeCount-1, m;
+ int strawStart, strawEnd, needle=glyph;
+ while (l <= r) {
+ stbtt_uint8 *classRangeRecord;
+ m = (l + r) >> 1;
+ classRangeRecord = classRangeRecords + 6 * m;
+ strawStart = ttUSHORT(classRangeRecord);
+ strawEnd = ttUSHORT(classRangeRecord + 2);
+ if (needle < strawStart)
+ r = m - 1;
+ else if (needle > strawEnd)
+ l = m + 1;
+ else
+ return (stbtt_int32)ttUSHORT(classRangeRecord + 4);
+ }
+ break;
+ }
+
+ default:
+ return -1; // Unsupported definition type, return an error.
+ }
+
+ // "All glyphs not assigned to a class fall into class 0". (OpenType spec)
+ return 0;
+}
+
+// Define to STBTT_assert(x) if you want to break on unimplemented formats.
+#define STBTT_GPOS_TODO_assert(x)
+
+static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
+{
+ stbtt_uint16 lookupListOffset;
+ stbtt_uint8 *lookupList;
+ stbtt_uint16 lookupCount;
+ stbtt_uint8 *data;
+ stbtt_int32 i, sti;
+
+ if (!info->gpos) return 0;
+
+ data = info->data + info->gpos;
+
+ if (ttUSHORT(data+0) != 1) return 0; // Major version 1
+ if (ttUSHORT(data+2) != 0) return 0; // Minor version 0
+
+ lookupListOffset = ttUSHORT(data+8);
+ lookupList = data + lookupListOffset;
+ lookupCount = ttUSHORT(lookupList);
+
+ for (i=0; i<lookupCount; ++i) {
+ stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);
+ stbtt_uint8 *lookupTable = lookupList + lookupOffset;
+
+ stbtt_uint16 lookupType = ttUSHORT(lookupTable);
+ stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);
+ stbtt_uint8 *subTableOffsets = lookupTable + 6;
+ if (lookupType != 2) // Pair Adjustment Positioning Subtable
+ continue;
+
+ for (sti=0; sti<subTableCount; sti++) {
+ stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);
+ stbtt_uint8 *table = lookupTable + subtableOffset;
+ stbtt_uint16 posFormat = ttUSHORT(table);
+ stbtt_uint16 coverageOffset = ttUSHORT(table + 2);
+ stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);
+ if (coverageIndex == -1) continue;
+
+ switch (posFormat) {
+ case 1: {
+ stbtt_int32 l, r, m;
+ int straw, needle;
+ stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
+ stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
+ if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?
+ stbtt_int32 valueRecordPairSizeInBytes = 2;
+ stbtt_uint16 pairSetCount = ttUSHORT(table + 8);
+ stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);
+ stbtt_uint8 *pairValueTable = table + pairPosOffset;
+ stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);
+ stbtt_uint8 *pairValueArray = pairValueTable + 2;
+
+ if (coverageIndex >= pairSetCount) return 0;
+
+ needle=glyph2;
+ r=pairValueCount-1;
+ l=0;
+
+ // Binary search.
+ while (l <= r) {
+ stbtt_uint16 secondGlyph;
+ stbtt_uint8 *pairValue;
+ m = (l + r) >> 1;
+ pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m;
+ secondGlyph = ttUSHORT(pairValue);
+ straw = secondGlyph;
+ if (needle < straw)
+ r = m - 1;
+ else if (needle > straw)
+ l = m + 1;
+ else {
+ stbtt_int16 xAdvance = ttSHORT(pairValue + 2);
+ return xAdvance;
+ }
+ }
+ } else
+ return 0;
+ break;
+ }
+
+ case 2: {
+ stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
+ stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
+ if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?
+ stbtt_uint16 classDef1Offset = ttUSHORT(table + 8);
+ stbtt_uint16 classDef2Offset = ttUSHORT(table + 10);
+ int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1);
+ int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2);
+
+ stbtt_uint16 class1Count = ttUSHORT(table + 12);
+ stbtt_uint16 class2Count = ttUSHORT(table + 14);
+ stbtt_uint8 *class1Records, *class2Records;
+ stbtt_int16 xAdvance;
+
+ if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed
+ if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed
+
+ class1Records = table + 16;
+ class2Records = class1Records + 2 * (glyph1class * class2Count);
+ xAdvance = ttSHORT(class2Records + 2 * glyph2class);
+ return xAdvance;
+ } else
+ return 0;
+ break;
+ }
+
+ default:
+ return 0; // Unsupported position format
+ }
+ }
+ }
+
+ return 0;
+}
+
+STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2)
+{
+ int xAdvance = 0;
+
+ if (info->gpos)
+ xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2);
+ else if (info->kern)
+ xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2);
+
+ return xAdvance;
+}
+
+STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2)
+{
+ if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs
+ return 0;
+ return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2));
+}
+
+STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing)
+{
+ stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing);
+}
+
+STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap)
+{
+ if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4);
+ if (descent) *descent = ttSHORT(info->data+info->hhea + 6);
+ if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8);
+}
+
+STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap)
+{
+ int tab = stbtt__find_table(info->data, info->fontstart, "OS/2");
+ if (!tab)
+ return 0;
+ if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68);
+ if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70);
+ if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72);
+ return 1;
+}
+
+STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1)
+{
+ *x0 = ttSHORT(info->data + info->head + 36);
+ *y0 = ttSHORT(info->data + info->head + 38);
+ *x1 = ttSHORT(info->data + info->head + 40);
+ *y1 = ttSHORT(info->data + info->head + 42);
+}
+
+STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height)
+{
+ int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6);
+ return (float) height / fheight;
+}
+
+STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels)
+{
+ int unitsPerEm = ttUSHORT(info->data + info->head + 18);
+ return pixels / unitsPerEm;
+}
+
+STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)
+{
+ STBTT_free(v, info->userdata);
+}
+
+STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl)
+{
+ int i;
+ stbtt_uint8 *data = info->data;
+ stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info);
+
+ int numEntries = ttUSHORT(svg_doc_list);
+ stbtt_uint8 *svg_docs = svg_doc_list + 2;
+
+ for(i=0; i<numEntries; i++) {
+ stbtt_uint8 *svg_doc = svg_docs + (12 * i);
+ if ((gl >= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2)))
+ return svg_doc;
+ }
+ return 0;
+}
+
+STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg)
+{
+ stbtt_uint8 *data = info->data;
+ stbtt_uint8 *svg_doc;
+
+ if (info->svg == 0)
+ return 0;
+
+ svg_doc = stbtt_FindSVGDoc(info, gl);
+ if (svg_doc != NULL) {
+ *svg = (char *) data + info->svg + ttULONG(svg_doc + 4);
+ return ttULONG(svg_doc + 8);
+ } else {
+ return 0;
+ }
+}
+
+STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg)
+{
+ return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// antialiasing software rasterizer
+//
+
+STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+ int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning
+ if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) {
+ // e.g. space character
+ if (ix0) *ix0 = 0;
+ if (iy0) *iy0 = 0;
+ if (ix1) *ix1 = 0;
+ if (iy1) *iy1 = 0;
+ } else {
+ // move to integral bboxes (treating pixels as little squares, what pixels get touched)?
+ if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x);
+ if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y);
+ if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x);
+ if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y);
+ }
+}
+
+STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+ stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1);
+}
+
+STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+ stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1);
+}
+
+STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1)
+{
+ stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// Rasterizer
+
+typedef struct stbtt__hheap_chunk
+{
+ struct stbtt__hheap_chunk *next;
+} stbtt__hheap_chunk;
+
+typedef struct stbtt__hheap
+{
+ struct stbtt__hheap_chunk *head;
+ void *first_free;
+ int num_remaining_in_head_chunk;
+} stbtt__hheap;
+
+static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata)
+{
+ if (hh->first_free) {
+ void *p = hh->first_free;
+ hh->first_free = * (void **) p;
+ return p;
+ } else {
+ if (hh->num_remaining_in_head_chunk == 0) {
+ int count = (size < 32 ? 2000 : size < 128 ? 800 : 100);
+ stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata);
+ if (c == NULL)
+ return NULL;
+ c->next = hh->head;
+ hh->head = c;
+ hh->num_remaining_in_head_chunk = count;
+ }
+ --hh->num_remaining_in_head_chunk;
+ return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk;
+ }
+}
+
+static void stbtt__hheap_free(stbtt__hheap *hh, void *p)
+{
+ *(void **) p = hh->first_free;
+ hh->first_free = p;
+}
+
+static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata)
+{
+ stbtt__hheap_chunk *c = hh->head;
+ while (c) {
+ stbtt__hheap_chunk *n = c->next;
+ STBTT_free(c, userdata);
+ c = n;
+ }
+}
+
+typedef struct stbtt__edge {
+ float x0,y0, x1,y1;
+ int invert;
+} stbtt__edge;
+
+
+typedef struct stbtt__active_edge
+{
+ struct stbtt__active_edge *next;
+ #if STBTT_RASTERIZER_VERSION==1
+ int x,dx;
+ float ey;
+ int direction;
+ #elif STBTT_RASTERIZER_VERSION==2
+ float fx,fdx,fdy;
+ float direction;
+ float sy;
+ float ey;
+ #else
+ #error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+ #endif
+} stbtt__active_edge;
+
+#if STBTT_RASTERIZER_VERSION == 1
+#define STBTT_FIXSHIFT 10
+#define STBTT_FIX (1 << STBTT_FIXSHIFT)
+#define STBTT_FIXMASK (STBTT_FIX-1)
+
+static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
+{
+ stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
+ float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
+ STBTT_assert(z != NULL);
+ if (!z) return z;
+
+ // round dx down to avoid overshooting
+ if (dxdy < 0)
+ z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy);
+ else
+ z->dx = STBTT_ifloor(STBTT_FIX * dxdy);
+
+ z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount
+ z->x -= off_x * STBTT_FIX;
+
+ z->ey = e->y1;
+ z->next = 0;
+ z->direction = e->invert ? 1 : -1;
+ return z;
+}
+#elif STBTT_RASTERIZER_VERSION == 2
+static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata)
+{
+ stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata);
+ float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0);
+ STBTT_assert(z != NULL);
+ //STBTT_assert(e->y0 <= start_point);
+ if (!z) return z;
+ z->fdx = dxdy;
+ z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f;
+ z->fx = e->x0 + dxdy * (start_point - e->y0);
+ z->fx -= off_x;
+ z->direction = e->invert ? 1.0f : -1.0f;
+ z->sy = e->y0;
+ z->ey = e->y1;
+ z->next = 0;
+ return z;
+}
+#else
+#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+
+#if STBTT_RASTERIZER_VERSION == 1
+// note: this routine clips fills that extend off the edges... ideally this
+// wouldn't happen, but it could happen if the truetype glyph bounding boxes
+// are wrong, or if the user supplies a too-small bitmap
+static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight)
+{
+ // non-zero winding fill
+ int x0=0, w=0;
+
+ while (e) {
+ if (w == 0) {
+ // if we're currently at zero, we need to record the edge start point
+ x0 = e->x; w += e->direction;
+ } else {
+ int x1 = e->x; w += e->direction;
+ // if we went to zero, we need to draw
+ if (w == 0) {
+ int i = x0 >> STBTT_FIXSHIFT;
+ int j = x1 >> STBTT_FIXSHIFT;
+
+ if (i < len && j >= 0) {
+ if (i == j) {
+ // x0,x1 are the same pixel, so compute combined coverage
+ scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT);
+ } else {
+ if (i >= 0) // add antialiasing for x0
+ scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT);
+ else
+ i = -1; // clip
+
+ if (j < len) // add antialiasing for x1
+ scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT);
+ else
+ j = len; // clip
+
+ for (++i; i < j; ++i) // fill pixels between x0 and x1
+ scanline[i] = scanline[i] + (stbtt_uint8) max_weight;
+ }
+ }
+ }
+ }
+
+ e = e->next;
+ }
+}
+
+static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
+{
+ stbtt__hheap hh = { 0, 0, 0 };
+ stbtt__active_edge *active = NULL;
+ int y,j=0;
+ int max_weight = (255 / vsubsample); // weight per vertical scanline
+ int s; // vertical subsample index
+ unsigned char scanline_data[512], *scanline;
+
+ if (result->w > 512)
+ scanline = (unsigned char *) STBTT_malloc(result->w, userdata);
+ else
+ scanline = scanline_data;
+
+ y = off_y * vsubsample;
+ e[n].y0 = (off_y + result->h) * (float) vsubsample + 1;
+
+ while (j < result->h) {
+ STBTT_memset(scanline, 0, result->w);
+ for (s=0; s < vsubsample; ++s) {
+ // find center of pixel for this scanline
+ float scan_y = y + 0.5f;
+ stbtt__active_edge **step = &active;
+
+ // update all active edges;
+ // remove all active edges that terminate before the center of this scanline
+ while (*step) {
+ stbtt__active_edge * z = *step;
+ if (z->ey <= scan_y) {
+ *step = z->next; // delete from list
+ STBTT_assert(z->direction);
+ z->direction = 0;
+ stbtt__hheap_free(&hh, z);
+ } else {
+ z->x += z->dx; // advance to position for current scanline
+ step = &((*step)->next); // advance through list
+ }
+ }
+
+ // resort the list if needed
+ for(;;) {
+ int changed=0;
+ step = &active;
+ while (*step && (*step)->next) {
+ if ((*step)->x > (*step)->next->x) {
+ stbtt__active_edge *t = *step;
+ stbtt__active_edge *q = t->next;
+
+ t->next = q->next;
+ q->next = t;
+ *step = q;
+ changed = 1;
+ }
+ step = &(*step)->next;
+ }
+ if (!changed) break;
+ }
+
+ // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline
+ while (e->y0 <= scan_y) {
+ if (e->y1 > scan_y) {
+ stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata);
+ if (z != NULL) {
+ // find insertion point
+ if (active == NULL)
+ active = z;
+ else if (z->x < active->x) {
+ // insert at front
+ z->next = active;
+ active = z;
+ } else {
+ // find thing to insert AFTER
+ stbtt__active_edge *p = active;
+ while (p->next && p->next->x < z->x)
+ p = p->next;
+ // at this point, p->next->x is NOT < z->x
+ z->next = p->next;
+ p->next = z;
+ }
+ }
+ }
+ ++e;
+ }
+
+ // now process all active edges in XOR fashion
+ if (active)
+ stbtt__fill_active_edges(scanline, result->w, active, max_weight);
+
+ ++y;
+ }
+ STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w);
+ ++j;
+ }
+
+ stbtt__hheap_cleanup(&hh, userdata);
+
+ if (scanline != scanline_data)
+ STBTT_free(scanline, userdata);
+}
+
+#elif STBTT_RASTERIZER_VERSION == 2
+
+// the edge passed in here does not cross the vertical line at x or the vertical line at x+1
+// (i.e. it has already been clipped to those)
+static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1)
+{
+ if (y0 == y1) return;
+ STBTT_assert(y0 < y1);
+ STBTT_assert(e->sy <= e->ey);
+ if (y0 > e->ey) return;
+ if (y1 < e->sy) return;
+ if (y0 < e->sy) {
+ x0 += (x1-x0) * (e->sy - y0) / (y1-y0);
+ y0 = e->sy;
+ }
+ if (y1 > e->ey) {
+ x1 += (x1-x0) * (e->ey - y1) / (y1-y0);
+ y1 = e->ey;
+ }
+
+ if (x0 == x)
+ STBTT_assert(x1 <= x+1);
+ else if (x0 == x+1)
+ STBTT_assert(x1 >= x);
+ else if (x0 <= x)
+ STBTT_assert(x1 <= x);
+ else if (x0 >= x+1)
+ STBTT_assert(x1 >= x+1);
+ else
+ STBTT_assert(x1 >= x && x1 <= x+1);
+
+ if (x0 <= x && x1 <= x)
+ scanline[x] += e->direction * (y1-y0);
+ else if (x0 >= x+1 && x1 >= x+1)
+ ;
+ else {
+ STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1);
+ scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position
+ }
+}
+
+static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width)
+{
+ STBTT_assert(top_width >= 0);
+ STBTT_assert(bottom_width >= 0);
+ return (top_width + bottom_width) / 2.0f * height;
+}
+
+static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1)
+{
+ return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0);
+}
+
+static float stbtt__sized_triangle_area(float height, float width)
+{
+ return height * width / 2;
+}
+
+static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)
+{
+ float y_bottom = y_top+1;
+
+ while (e) {
+ // brute force every pixel
+
+ // compute intersection points with top & bottom
+ STBTT_assert(e->ey >= y_top);
+
+ if (e->fdx == 0) {
+ float x0 = e->fx;
+ if (x0 < len) {
+ if (x0 >= 0) {
+ stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom);
+ stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom);
+ } else {
+ stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom);
+ }
+ }
+ } else {
+ float x0 = e->fx;
+ float dx = e->fdx;
+ float xb = x0 + dx;
+ float x_top, x_bottom;
+ float sy0,sy1;
+ float dy = e->fdy;
+ STBTT_assert(e->sy <= y_bottom && e->ey >= y_top);
+
+ // compute endpoints of line segment clipped to this scanline (if the
+ // line segment starts on this scanline. x0 is the intersection of the
+ // line with y_top, but that may be off the line segment.
+ if (e->sy > y_top) {
+ x_top = x0 + dx * (e->sy - y_top);
+ sy0 = e->sy;
+ } else {
+ x_top = x0;
+ sy0 = y_top;
+ }
+ if (e->ey < y_bottom) {
+ x_bottom = x0 + dx * (e->ey - y_top);
+ sy1 = e->ey;
+ } else {
+ x_bottom = xb;
+ sy1 = y_bottom;
+ }
+
+ if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) {
+ // from here on, we don't have to range check x values
+
+ if ((int) x_top == (int) x_bottom) {
+ float height;
+ // simple case, only spans one pixel
+ int x = (int) x_top;
+ height = (sy1 - sy0) * e->direction;
+ STBTT_assert(x >= 0 && x < len);
+ scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f);
+ scanline_fill[x] += height; // everything right of this pixel is filled
+ } else {
+ int x,x1,x2;
+ float y_crossing, y_final, step, sign, area;
+ // covers 2+ pixels
+ if (x_top > x_bottom) {
+ // flip scanline vertically; signed area is the same
+ float t;
+ sy0 = y_bottom - (sy0 - y_top);
+ sy1 = y_bottom - (sy1 - y_top);
+ t = sy0, sy0 = sy1, sy1 = t;
+ t = x_bottom, x_bottom = x_top, x_top = t;
+ dx = -dx;
+ dy = -dy;
+ t = x0, x0 = xb, xb = t;
+ }
+ STBTT_assert(dy >= 0);
+ STBTT_assert(dx >= 0);
+
+ x1 = (int) x_top;
+ x2 = (int) x_bottom;
+ // compute intersection with y axis at x1+1
+ y_crossing = y_top + dy * (x1+1 - x0);
+
+ // compute intersection with y axis at x2
+ y_final = y_top + dy * (x2 - x0);
+
+ // x1 x_top x2 x_bottom
+ // y_top +------|-----+------------+------------+--------|---+------------+
+ // | | | | | |
+ // | | | | | |
+ // sy0 | Txxxxx|............|............|............|............|
+ // y_crossing | *xxxxx.......|............|............|............|
+ // | | xxxxx..|............|............|............|
+ // | | /- xx*xxxx........|............|............|
+ // | | dy < | xxxxxx..|............|............|
+ // y_final | | \- | xx*xxx.........|............|
+ // sy1 | | | | xxxxxB...|............|
+ // | | | | | |
+ // | | | | | |
+ // y_bottom +------------+------------+------------+------------+------------+
+ //
+ // goal is to measure the area covered by '.' in each pixel
+
+ // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057
+ // @TODO: maybe test against sy1 rather than y_bottom?
+ if (y_crossing > y_bottom)
+ y_crossing = y_bottom;
+
+ sign = e->direction;
+
+ // area of the rectangle covered from sy0..y_crossing
+ area = sign * (y_crossing-sy0);
+
+ // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing)
+ scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top);
+
+ // check if final y_crossing is blown up; no test case for this
+ if (y_final > y_bottom) {
+ int denom = (x2 - (x1+1));
+ y_final = y_bottom;
+ if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316)
+ dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom
+ }
+ }
+
+ // in second pixel, area covered by line segment found in first pixel
+ // is always a rectangle 1 wide * the height of that line segment; this
+ // is exactly what the variable 'area' stores. it also gets a contribution
+ // from the line segment within it. the THIRD pixel will get the first
+ // pixel's rectangle contribution, the second pixel's rectangle contribution,
+ // and its own contribution. the 'own contribution' is the same in every pixel except
+ // the leftmost and rightmost, a trapezoid that slides down in each pixel.
+ // the second pixel's contribution to the third pixel will be the
+ // rectangle 1 wide times the height change in the second pixel, which is dy.
+
+ step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x,
+ // which multiplied by 1-pixel-width is how much pixel area changes for each step in x
+ // so the area advances by 'step' every time
+
+ for (x = x1+1; x < x2; ++x) {
+ scanline[x] += area + step/2; // area of trapezoid is 1*step/2
+ area += step;
+ }
+ STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down
+ STBTT_assert(sy1 > y_final-0.01f);
+
+ // area covered in the last pixel is the rectangle from all the pixels to the left,
+ // plus the trapezoid filled by the line segment in this pixel all the way to the right edge
+ scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f);
+
+ // the rest of the line is filled based on the total height of the line segment in this pixel
+ scanline_fill[x2] += sign * (sy1-sy0);
+ }
+ } else {
+ // if edge goes outside of box we're drawing, we require
+ // clipping logic. since this does not match the intended use
+ // of this library, we use a different, very slow brute
+ // force implementation
+ // note though that this does happen some of the time because
+ // x_top and x_bottom can be extrapolated at the top & bottom of
+ // the shape and actually lie outside the bounding box
+ int x;
+ for (x=0; x < len; ++x) {
+ // cases:
+ //
+ // there can be up to two intersections with the pixel. any intersection
+ // with left or right edges can be handled by splitting into two (or three)
+ // regions. intersections with top & bottom do not necessitate case-wise logic.
+ //
+ // the old way of doing this found the intersections with the left & right edges,
+ // then used some simple logic to produce up to three segments in sorted order
+ // from top-to-bottom. however, this had a problem: if an x edge was epsilon
+ // across the x border, then the corresponding y position might not be distinct
+ // from the other y segment, and it might ignored as an empty segment. to avoid
+ // that, we need to explicitly produce segments based on x positions.
+
+ // rename variables to clearly-defined pairs
+ float y0 = y_top;
+ float x1 = (float) (x);
+ float x2 = (float) (x+1);
+ float x3 = xb;
+ float y3 = y_bottom;
+
+ // x = e->x + e->dx * (y-y_top)
+ // (y-y_top) = (x - e->x) / e->dx
+ // y = (x - e->x) / e->dx + y_top
+ float y1 = (x - x0) / dx + y_top;
+ float y2 = (x+1 - x0) / dx + y_top;
+
+ if (x0 < x1 && x3 > x2) { // three segments descending down-right
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+ stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2);
+ stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+ } else if (x3 < x1 && x0 > x2) { // three segments descending down-left
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+ stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1);
+ stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+ } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+ stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+ } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1);
+ stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3);
+ } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+ stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+ } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2);
+ stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3);
+ } else { // one segment
+ stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3);
+ }
+ }
+ }
+ }
+ e = e->next;
+ }
+}
+
+// directly AA rasterize edges w/o supersampling
+static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata)
+{
+ stbtt__hheap hh = { 0, 0, 0 };
+ stbtt__active_edge *active = NULL;
+ int y,j=0, i;
+ float scanline_data[129], *scanline, *scanline2;
+
+ STBTT__NOTUSED(vsubsample);
+
+ if (result->w > 64)
+ scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata);
+ else
+ scanline = scanline_data;
+
+ scanline2 = scanline + result->w;
+
+ y = off_y;
+ e[n].y0 = (float) (off_y + result->h) + 1;
+
+ while (j < result->h) {
+ // find center of pixel for this scanline
+ float scan_y_top = y + 0.0f;
+ float scan_y_bottom = y + 1.0f;
+ stbtt__active_edge **step = &active;
+
+ STBTT_memset(scanline , 0, result->w*sizeof(scanline[0]));
+ STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0]));
+
+ // update all active edges;
+ // remove all active edges that terminate before the top of this scanline
+ while (*step) {
+ stbtt__active_edge * z = *step;
+ if (z->ey <= scan_y_top) {
+ *step = z->next; // delete from list
+ STBTT_assert(z->direction);
+ z->direction = 0;
+ stbtt__hheap_free(&hh, z);
+ } else {
+ step = &((*step)->next); // advance through list
+ }
+ }
+
+ // insert all edges that start before the bottom of this scanline
+ while (e->y0 <= scan_y_bottom) {
+ if (e->y0 != e->y1) {
+ stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata);
+ if (z != NULL) {
+ if (j == 0 && off_y != 0) {
+ if (z->ey < scan_y_top) {
+ // this can happen due to subpixel positioning and some kind of fp rounding error i think
+ z->ey = scan_y_top;
+ }
+ }
+ STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds
+ // insert at front
+ z->next = active;
+ active = z;
+ }
+ }
+ ++e;
+ }
+
+ // now process all active edges
+ if (active)
+ stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top);
+
+ {
+ float sum = 0;
+ for (i=0; i < result->w; ++i) {
+ float k;
+ int m;
+ sum += scanline2[i];
+ k = scanline[i] + sum;
+ k = (float) STBTT_fabs(k)*255 + 0.5f;
+ m = (int) k;
+ if (m > 255) m = 255;
+ result->pixels[j*result->stride + i] = (unsigned char) m;
+ }
+ }
+ // advance all the edges
+ step = &active;
+ while (*step) {
+ stbtt__active_edge *z = *step;
+ z->fx += z->fdx; // advance to position for current scanline
+ step = &((*step)->next); // advance through list
+ }
+
+ ++y;
+ ++j;
+ }
+
+ stbtt__hheap_cleanup(&hh, userdata);
+
+ if (scanline != scanline_data)
+ STBTT_free(scanline, userdata);
+}
+#else
+#error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+
+#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0)
+
+static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n)
+{
+ int i,j;
+ for (i=1; i < n; ++i) {
+ stbtt__edge t = p[i], *a = &t;
+ j = i;
+ while (j > 0) {
+ stbtt__edge *b = &p[j-1];
+ int c = STBTT__COMPARE(a,b);
+ if (!c) break;
+ p[j] = p[j-1];
+ --j;
+ }
+ if (i != j)
+ p[j] = t;
+ }
+}
+
+static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n)
+{
+ /* threshold for transitioning to insertion sort */
+ while (n > 12) {
+ stbtt__edge t;
+ int c01,c12,c,m,i,j;
+
+ /* compute median of three */
+ m = n >> 1;
+ c01 = STBTT__COMPARE(&p[0],&p[m]);
+ c12 = STBTT__COMPARE(&p[m],&p[n-1]);
+ /* if 0 >= mid >= end, or 0 < mid < end, then use mid */
+ if (c01 != c12) {
+ /* otherwise, we'll need to swap something else to middle */
+ int z;
+ c = STBTT__COMPARE(&p[0],&p[n-1]);
+ /* 0>mid && mid<n: 0>n => n; 0<n => 0 */
+ /* 0<mid && mid>n: 0>n => 0; 0<n => n */
+ z = (c == c12) ? 0 : n-1;
+ t = p[z];
+ p[z] = p[m];
+ p[m] = t;
+ }
+ /* now p[m] is the median-of-three */
+ /* swap it to the beginning so it won't move around */
+ t = p[0];
+ p[0] = p[m];
+ p[m] = t;
+
+ /* partition loop */
+ i=1;
+ j=n-1;
+ for(;;) {
+ /* handling of equality is crucial here */
+ /* for sentinels & efficiency with duplicates */
+ for (;;++i) {
+ if (!STBTT__COMPARE(&p[i], &p[0])) break;
+ }
+ for (;;--j) {
+ if (!STBTT__COMPARE(&p[0], &p[j])) break;
+ }
+ /* make sure we haven't crossed */
+ if (i >= j) break;
+ t = p[i];
+ p[i] = p[j];
+ p[j] = t;
+
+ ++i;
+ --j;
+ }
+ /* recurse on smaller side, iterate on larger */
+ if (j < (n-i)) {
+ stbtt__sort_edges_quicksort(p,j);
+ p = p+i;
+ n = n-i;
+ } else {
+ stbtt__sort_edges_quicksort(p+i, n-i);
+ n = j;
+ }
+ }
+}
+
+static void stbtt__sort_edges(stbtt__edge *p, int n)
+{
+ stbtt__sort_edges_quicksort(p, n);
+ stbtt__sort_edges_ins_sort(p, n);
+}
+
+typedef struct
+{
+ float x,y;
+} stbtt__point;
+
+static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata)
+{
+ float y_scale_inv = invert ? -scale_y : scale_y;
+ stbtt__edge *e;
+ int n,i,j,k,m;
+#if STBTT_RASTERIZER_VERSION == 1
+ int vsubsample = result->h < 8 ? 15 : 5;
+#elif STBTT_RASTERIZER_VERSION == 2
+ int vsubsample = 1;
+#else
+ #error "Unrecognized value of STBTT_RASTERIZER_VERSION"
+#endif
+ // vsubsample should divide 255 evenly; otherwise we won't reach full opacity
+
+ // now we have to blow out the windings into explicit edge lists
+ n = 0;
+ for (i=0; i < windings; ++i)
+ n += wcount[i];
+
+ e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel
+ if (e == 0) return;
+ n = 0;
+
+ m=0;
+ for (i=0; i < windings; ++i) {
+ stbtt__point *p = pts + m;
+ m += wcount[i];
+ j = wcount[i]-1;
+ for (k=0; k < wcount[i]; j=k++) {
+ int a=k,b=j;
+ // skip the edge if horizontal
+ if (p[j].y == p[k].y)
+ continue;
+ // add edge from j to k to the list
+ e[n].invert = 0;
+ if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) {
+ e[n].invert = 1;
+ a=j,b=k;
+ }
+ e[n].x0 = p[a].x * scale_x + shift_x;
+ e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample;
+ e[n].x1 = p[b].x * scale_x + shift_x;
+ e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample;
+ ++n;
+ }
+ }
+
+ // now sort the edges by their highest point (should snap to integer, and then by x)
+ //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare);
+ stbtt__sort_edges(e, n);
+
+ // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule
+ stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata);
+
+ STBTT_free(e, userdata);
+}
+
+static void stbtt__add_point(stbtt__point *points, int n, float x, float y)
+{
+ if (!points) return; // during first pass, it's unallocated
+ points[n].x = x;
+ points[n].y = y;
+}
+
+// tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching
+static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n)
+{
+ // midpoint
+ float mx = (x0 + 2*x1 + x2)/4;
+ float my = (y0 + 2*y1 + y2)/4;
+ // versus directly drawn line
+ float dx = (x0+x2)/2 - mx;
+ float dy = (y0+y2)/2 - my;
+ if (n > 16) // 65536 segments on one curve better be enough!
+ return 1;
+ if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA
+ stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1);
+ stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1);
+ } else {
+ stbtt__add_point(points, *num_points,x2,y2);
+ *num_points = *num_points+1;
+ }
+ return 1;
+}
+
+static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n)
+{
+ // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough
+ float dx0 = x1-x0;
+ float dy0 = y1-y0;
+ float dx1 = x2-x1;
+ float dy1 = y2-y1;
+ float dx2 = x3-x2;
+ float dy2 = y3-y2;
+ float dx = x3-x0;
+ float dy = y3-y0;
+ float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2));
+ float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy);
+ float flatness_squared = longlen*longlen-shortlen*shortlen;
+
+ if (n > 16) // 65536 segments on one curve better be enough!
+ return;
+
+ if (flatness_squared > objspace_flatness_squared) {
+ float x01 = (x0+x1)/2;
+ float y01 = (y0+y1)/2;
+ float x12 = (x1+x2)/2;
+ float y12 = (y1+y2)/2;
+ float x23 = (x2+x3)/2;
+ float y23 = (y2+y3)/2;
+
+ float xa = (x01+x12)/2;
+ float ya = (y01+y12)/2;
+ float xb = (x12+x23)/2;
+ float yb = (y12+y23)/2;
+
+ float mx = (xa+xb)/2;
+ float my = (ya+yb)/2;
+
+ stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1);
+ stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1);
+ } else {
+ stbtt__add_point(points, *num_points,x3,y3);
+ *num_points = *num_points+1;
+ }
+}
+
+// returns number of contours
+static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata)
+{
+ stbtt__point *points=0;
+ int num_points=0;
+
+ float objspace_flatness_squared = objspace_flatness * objspace_flatness;
+ int i,n=0,start=0, pass;
+
+ // count how many "moves" there are to get the contour count
+ for (i=0; i < num_verts; ++i)
+ if (vertices[i].type == STBTT_vmove)
+ ++n;
+
+ *num_contours = n;
+ if (n == 0) return 0;
+
+ *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata);
+
+ if (*contour_lengths == 0) {
+ *num_contours = 0;
+ return 0;
+ }
+
+ // make two passes through the points so we don't need to realloc
+ for (pass=0; pass < 2; ++pass) {
+ float x=0,y=0;
+ if (pass == 1) {
+ points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata);
+ if (points == NULL) goto error;
+ }
+ num_points = 0;
+ n= -1;
+ for (i=0; i < num_verts; ++i) {
+ switch (vertices[i].type) {
+ case STBTT_vmove:
+ // start the next contour
+ if (n >= 0)
+ (*contour_lengths)[n] = num_points - start;
+ ++n;
+ start = num_points;
+
+ x = vertices[i].x, y = vertices[i].y;
+ stbtt__add_point(points, num_points++, x,y);
+ break;
+ case STBTT_vline:
+ x = vertices[i].x, y = vertices[i].y;
+ stbtt__add_point(points, num_points++, x, y);
+ break;
+ case STBTT_vcurve:
+ stbtt__tesselate_curve(points, &num_points, x,y,
+ vertices[i].cx, vertices[i].cy,
+ vertices[i].x, vertices[i].y,
+ objspace_flatness_squared, 0);
+ x = vertices[i].x, y = vertices[i].y;
+ break;
+ case STBTT_vcubic:
+ stbtt__tesselate_cubic(points, &num_points, x,y,
+ vertices[i].cx, vertices[i].cy,
+ vertices[i].cx1, vertices[i].cy1,
+ vertices[i].x, vertices[i].y,
+ objspace_flatness_squared, 0);
+ x = vertices[i].x, y = vertices[i].y;
+ break;
+ }
+ }
+ (*contour_lengths)[n] = num_points - start;
+ }
+
+ return points;
+error:
+ STBTT_free(points, userdata);
+ STBTT_free(*contour_lengths, userdata);
+ *contour_lengths = 0;
+ *num_contours = 0;
+ return NULL;
+}
+
+STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata)
+{
+ float scale = scale_x > scale_y ? scale_y : scale_x;
+ int winding_count = 0;
+ int *winding_lengths = NULL;
+ stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata);
+ if (windings) {
+ stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata);
+ STBTT_free(winding_lengths, userdata);
+ STBTT_free(windings, userdata);
+ }
+}
+
+STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata)
+{
+ STBTT_free(bitmap, userdata);
+}
+
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff)
+{
+ int ix0,iy0,ix1,iy1;
+ stbtt__bitmap gbm;
+ stbtt_vertex *vertices;
+ int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
+
+ if (scale_x == 0) scale_x = scale_y;
+ if (scale_y == 0) {
+ if (scale_x == 0) {
+ STBTT_free(vertices, info->userdata);
+ return NULL;
+ }
+ scale_y = scale_x;
+ }
+
+ stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1);
+
+ // now we get the size
+ gbm.w = (ix1 - ix0);
+ gbm.h = (iy1 - iy0);
+ gbm.pixels = NULL; // in case we error
+
+ if (width ) *width = gbm.w;
+ if (height) *height = gbm.h;
+ if (xoff ) *xoff = ix0;
+ if (yoff ) *yoff = iy0;
+
+ if (gbm.w && gbm.h) {
+ gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata);
+ if (gbm.pixels) {
+ gbm.stride = gbm.w;
+
+ stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata);
+ }
+ }
+ STBTT_free(vertices, info->userdata);
+ return gbm.pixels;
+}
+
+STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff)
+{
+ return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff);
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph)
+{
+ int ix0,iy0;
+ stbtt_vertex *vertices;
+ int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices);
+ stbtt__bitmap gbm;
+
+ stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0);
+ gbm.pixels = output;
+ gbm.w = out_w;
+ gbm.h = out_h;
+ gbm.stride = out_stride;
+
+ if (gbm.w && gbm.h)
+ stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata);
+
+ STBTT_free(vertices, info->userdata);
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph)
+{
+ stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph);
+}
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
+{
+ return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff);
+}
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint)
+{
+ stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint));
+}
+
+STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint)
+{
+ stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint));
+}
+
+STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff)
+{
+ return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff);
+}
+
+STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint)
+{
+ stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// bitmap baking
+//
+// This is SUPER-CRAPPY packing to keep source code small
+
+static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf)
+ float pixel_height, // height of font in pixels
+ unsigned char *pixels, int pw, int ph, // bitmap to be filled in
+ int first_char, int num_chars, // characters to bake
+ stbtt_bakedchar *chardata)
+{
+ float scale;
+ int x,y,bottom_y, i;
+ stbtt_fontinfo f;
+ f.userdata = NULL;
+ if (!stbtt_InitFont(&f, data, offset))
+ return -1;
+ STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
+ x=y=1;
+ bottom_y = 1;
+
+ scale = stbtt_ScaleForPixelHeight(&f, pixel_height);
+
+ for (i=0; i < num_chars; ++i) {
+ int advance, lsb, x0,y0,x1,y1,gw,gh;
+ int g = stbtt_FindGlyphIndex(&f, first_char + i);
+ stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb);
+ stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1);
+ gw = x1-x0;
+ gh = y1-y0;
+ if (x + gw + 1 >= pw)
+ y = bottom_y, x = 1; // advance to next row
+ if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row
+ return -i;
+ STBTT_assert(x+gw < pw);
+ STBTT_assert(y+gh < ph);
+ stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g);
+ chardata[i].x0 = (stbtt_int16) x;
+ chardata[i].y0 = (stbtt_int16) y;
+ chardata[i].x1 = (stbtt_int16) (x + gw);
+ chardata[i].y1 = (stbtt_int16) (y + gh);
+ chardata[i].xadvance = scale * advance;
+ chardata[i].xoff = (float) x0;
+ chardata[i].yoff = (float) y0;
+ x = x + gw + 1;
+ if (y+gh+1 > bottom_y)
+ bottom_y = y+gh+1;
+ }
+ return bottom_y;
+}
+
+STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule)
+{
+ float d3d_bias = opengl_fillrule ? 0 : -0.5f;
+ float ipw = 1.0f / pw, iph = 1.0f / ph;
+ const stbtt_bakedchar *b = chardata + char_index;
+ int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f);
+ int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f);
+
+ q->x0 = round_x + d3d_bias;
+ q->y0 = round_y + d3d_bias;
+ q->x1 = round_x + b->x1 - b->x0 + d3d_bias;
+ q->y1 = round_y + b->y1 - b->y0 + d3d_bias;
+
+ q->s0 = b->x0 * ipw;
+ q->t0 = b->y0 * iph;
+ q->s1 = b->x1 * ipw;
+ q->t1 = b->y1 * iph;
+
+ *xpos += b->xadvance;
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// rectangle packing replacement routines if you don't have stb_rect_pack.h
+//
+
+#ifndef STB_RECT_PACK_VERSION
+
+typedef int stbrp_coord;
+
+////////////////////////////////////////////////////////////////////////////////////
+// //
+// //
+// COMPILER WARNING ?!?!? //
+// //
+// //
+// if you get a compile warning due to these symbols being defined more than //
+// once, move #include "stb_rect_pack.h" before #include "stb_truetype.h" //
+// //
+////////////////////////////////////////////////////////////////////////////////////
+
+typedef struct
+{
+ int width,height;
+ int x,y,bottom_y;
+} stbrp_context;
+
+typedef struct
+{
+ unsigned char x;
+} stbrp_node;
+
+struct stbrp_rect
+{
+ stbrp_coord x,y;
+ int id,w,h,was_packed;
+};
+
+static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes)
+{
+ con->width = pw;
+ con->height = ph;
+ con->x = 0;
+ con->y = 0;
+ con->bottom_y = 0;
+ STBTT__NOTUSED(nodes);
+ STBTT__NOTUSED(num_nodes);
+}
+
+static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects)
+{
+ int i;
+ for (i=0; i < num_rects; ++i) {
+ if (con->x + rects[i].w > con->width) {
+ con->x = 0;
+ con->y = con->bottom_y;
+ }
+ if (con->y + rects[i].h > con->height)
+ break;
+ rects[i].x = con->x;
+ rects[i].y = con->y;
+ rects[i].was_packed = 1;
+ con->x += rects[i].w;
+ if (con->y + rects[i].h > con->bottom_y)
+ con->bottom_y = con->y + rects[i].h;
+ }
+ for ( ; i < num_rects; ++i)
+ rects[i].was_packed = 0;
+}
+#endif
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// bitmap baking
+//
+// This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If
+// stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy.
+
+STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context)
+{
+ stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context);
+ int num_nodes = pw - padding;
+ stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context);
+
+ if (context == NULL || nodes == NULL) {
+ if (context != NULL) STBTT_free(context, alloc_context);
+ if (nodes != NULL) STBTT_free(nodes , alloc_context);
+ return 0;
+ }
+
+ spc->user_allocator_context = alloc_context;
+ spc->width = pw;
+ spc->height = ph;
+ spc->pixels = pixels;
+ spc->pack_info = context;
+ spc->nodes = nodes;
+ spc->padding = padding;
+ spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw;
+ spc->h_oversample = 1;
+ spc->v_oversample = 1;
+ spc->skip_missing = 0;
+
+ stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes);
+
+ if (pixels)
+ STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels
+
+ return 1;
+}
+
+STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc)
+{
+ STBTT_free(spc->nodes , spc->user_allocator_context);
+ STBTT_free(spc->pack_info, spc->user_allocator_context);
+}
+
+STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample)
+{
+ STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE);
+ STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE);
+ if (h_oversample <= STBTT_MAX_OVERSAMPLE)
+ spc->h_oversample = h_oversample;
+ if (v_oversample <= STBTT_MAX_OVERSAMPLE)
+ spc->v_oversample = v_oversample;
+}
+
+STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip)
+{
+ spc->skip_missing = skip;
+}
+
+#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1)
+
+static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
+{
+ unsigned char buffer[STBTT_MAX_OVERSAMPLE];
+ int safe_w = w - kernel_width;
+ int j;
+ STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
+ for (j=0; j < h; ++j) {
+ int i;
+ unsigned int total;
+ STBTT_memset(buffer, 0, kernel_width);
+
+ total = 0;
+
+ // make kernel_width a constant in common cases so compiler can optimize out the divide
+ switch (kernel_width) {
+ case 2:
+ for (i=0; i <= safe_w; ++i) {
+ total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+ pixels[i] = (unsigned char) (total / 2);
+ }
+ break;
+ case 3:
+ for (i=0; i <= safe_w; ++i) {
+ total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+ pixels[i] = (unsigned char) (total / 3);
+ }
+ break;
+ case 4:
+ for (i=0; i <= safe_w; ++i) {
+ total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+ pixels[i] = (unsigned char) (total / 4);
+ }
+ break;
+ case 5:
+ for (i=0; i <= safe_w; ++i) {
+ total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+ pixels[i] = (unsigned char) (total / 5);
+ }
+ break;
+ default:
+ for (i=0; i <= safe_w; ++i) {
+ total += pixels[i] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i];
+ pixels[i] = (unsigned char) (total / kernel_width);
+ }
+ break;
+ }
+
+ for (; i < w; ++i) {
+ STBTT_assert(pixels[i] == 0);
+ total -= buffer[i & STBTT__OVER_MASK];
+ pixels[i] = (unsigned char) (total / kernel_width);
+ }
+
+ pixels += stride_in_bytes;
+ }
+}
+
+static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width)
+{
+ unsigned char buffer[STBTT_MAX_OVERSAMPLE];
+ int safe_h = h - kernel_width;
+ int j;
+ STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze
+ for (j=0; j < w; ++j) {
+ int i;
+ unsigned int total;
+ STBTT_memset(buffer, 0, kernel_width);
+
+ total = 0;
+
+ // make kernel_width a constant in common cases so compiler can optimize out the divide
+ switch (kernel_width) {
+ case 2:
+ for (i=0; i <= safe_h; ++i) {
+ total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / 2);
+ }
+ break;
+ case 3:
+ for (i=0; i <= safe_h; ++i) {
+ total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / 3);
+ }
+ break;
+ case 4:
+ for (i=0; i <= safe_h; ++i) {
+ total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / 4);
+ }
+ break;
+ case 5:
+ for (i=0; i <= safe_h; ++i) {
+ total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / 5);
+ }
+ break;
+ default:
+ for (i=0; i <= safe_h; ++i) {
+ total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK];
+ buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
+ }
+ break;
+ }
+
+ for (; i < h; ++i) {
+ STBTT_assert(pixels[i*stride_in_bytes] == 0);
+ total -= buffer[i & STBTT__OVER_MASK];
+ pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width);
+ }
+
+ pixels += 1;
+ }
+}
+
+static float stbtt__oversample_shift(int oversample)
+{
+ if (!oversample)
+ return 0.0f;
+
+ // The prefilter is a box filter of width "oversample",
+ // which shifts phase by (oversample - 1)/2 pixels in
+ // oversampled space. We want to shift in the opposite
+ // direction to counter this.
+ return (float)-(oversample - 1) / (2.0f * (float)oversample);
+}
+
+// rects array must be big enough to accommodate all characters in the given ranges
+STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
+{
+ int i,j,k;
+ int missing_glyph_added = 0;
+
+ k=0;
+ for (i=0; i < num_ranges; ++i) {
+ float fh = ranges[i].font_size;
+ float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
+ ranges[i].h_oversample = (unsigned char) spc->h_oversample;
+ ranges[i].v_oversample = (unsigned char) spc->v_oversample;
+ for (j=0; j < ranges[i].num_chars; ++j) {
+ int x0,y0,x1,y1;
+ int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
+ int glyph = stbtt_FindGlyphIndex(info, codepoint);
+ if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) {
+ rects[k].w = rects[k].h = 0;
+ } else {
+ stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
+ scale * spc->h_oversample,
+ scale * spc->v_oversample,
+ 0,0,
+ &x0,&y0,&x1,&y1);
+ rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
+ rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
+ if (glyph == 0)
+ missing_glyph_added = 1;
+ }
+ ++k;
+ }
+ }
+
+ return k;
+}
+
+STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph)
+{
+ stbtt_MakeGlyphBitmapSubpixel(info,
+ output,
+ out_w - (prefilter_x - 1),
+ out_h - (prefilter_y - 1),
+ out_stride,
+ scale_x,
+ scale_y,
+ shift_x,
+ shift_y,
+ glyph);
+
+ if (prefilter_x > 1)
+ stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x);
+
+ if (prefilter_y > 1)
+ stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y);
+
+ *sub_x = stbtt__oversample_shift(prefilter_x);
+ *sub_y = stbtt__oversample_shift(prefilter_y);
+}
+
+// rects array must be big enough to accommodate all characters in the given ranges
+STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
+{
+ int i,j,k, missing_glyph = -1, return_value = 1;
+
+ // save current values
+ int old_h_over = spc->h_oversample;
+ int old_v_over = spc->v_oversample;
+
+ k = 0;
+ for (i=0; i < num_ranges; ++i) {
+ float fh = ranges[i].font_size;
+ float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh);
+ float recip_h,recip_v,sub_x,sub_y;
+ spc->h_oversample = ranges[i].h_oversample;
+ spc->v_oversample = ranges[i].v_oversample;
+ recip_h = 1.0f / spc->h_oversample;
+ recip_v = 1.0f / spc->v_oversample;
+ sub_x = stbtt__oversample_shift(spc->h_oversample);
+ sub_y = stbtt__oversample_shift(spc->v_oversample);
+ for (j=0; j < ranges[i].num_chars; ++j) {
+ stbrp_rect *r = &rects[k];
+ if (r->was_packed && r->w != 0 && r->h != 0) {
+ stbtt_packedchar *bc = &ranges[i].chardata_for_range[j];
+ int advance, lsb, x0,y0,x1,y1;
+ int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
+ int glyph = stbtt_FindGlyphIndex(info, codepoint);
+ stbrp_coord pad = (stbrp_coord) spc->padding;
+
+ // pad on left and top
+ r->x += pad;
+ r->y += pad;
+ r->w -= pad;
+ r->h -= pad;
+ stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb);
+ stbtt_GetGlyphBitmapBox(info, glyph,
+ scale * spc->h_oversample,
+ scale * spc->v_oversample,
+ &x0,&y0,&x1,&y1);
+ stbtt_MakeGlyphBitmapSubpixel(info,
+ spc->pixels + r->x + r->y*spc->stride_in_bytes,
+ r->w - spc->h_oversample+1,
+ r->h - spc->v_oversample+1,
+ spc->stride_in_bytes,
+ scale * spc->h_oversample,
+ scale * spc->v_oversample,
+ 0,0,
+ glyph);
+
+ if (spc->h_oversample > 1)
+ stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
+ r->w, r->h, spc->stride_in_bytes,
+ spc->h_oversample);
+
+ if (spc->v_oversample > 1)
+ stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes,
+ r->w, r->h, spc->stride_in_bytes,
+ spc->v_oversample);
+
+ bc->x0 = (stbtt_int16) r->x;
+ bc->y0 = (stbtt_int16) r->y;
+ bc->x1 = (stbtt_int16) (r->x + r->w);
+ bc->y1 = (stbtt_int16) (r->y + r->h);
+ bc->xadvance = scale * advance;
+ bc->xoff = (float) x0 * recip_h + sub_x;
+ bc->yoff = (float) y0 * recip_v + sub_y;
+ bc->xoff2 = (x0 + r->w) * recip_h + sub_x;
+ bc->yoff2 = (y0 + r->h) * recip_v + sub_y;
+
+ if (glyph == 0)
+ missing_glyph = j;
+ } else if (spc->skip_missing) {
+ return_value = 0;
+ } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) {
+ ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph];
+ } else {
+ return_value = 0; // if any fail, report failure
+ }
+
+ ++k;
+ }
+ }
+
+ // restore original values
+ spc->h_oversample = old_h_over;
+ spc->v_oversample = old_v_over;
+
+ return return_value;
+}
+
+STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects)
+{
+ stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects);
+}
+
+STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges)
+{
+ stbtt_fontinfo info;
+ int i, j, n, return_value; // [DEAR IMGUI] removed = 1;
+ //stbrp_context *context = (stbrp_context *) spc->pack_info;
+ stbrp_rect *rects;
+
+ // flag all characters as NOT packed
+ for (i=0; i < num_ranges; ++i)
+ for (j=0; j < ranges[i].num_chars; ++j)
+ ranges[i].chardata_for_range[j].x0 =
+ ranges[i].chardata_for_range[j].y0 =
+ ranges[i].chardata_for_range[j].x1 =
+ ranges[i].chardata_for_range[j].y1 = 0;
+
+ n = 0;
+ for (i=0; i < num_ranges; ++i)
+ n += ranges[i].num_chars;
+
+ rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context);
+ if (rects == NULL)
+ return 0;
+
+ info.userdata = spc->user_allocator_context;
+ stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index));
+
+ n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects);
+
+ stbtt_PackFontRangesPackRects(spc, rects, n);
+
+ return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects);
+
+ STBTT_free(rects, spc->user_allocator_context);
+ return return_value;
+}
+
+STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size,
+ int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range)
+{
+ stbtt_pack_range range;
+ range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range;
+ range.array_of_unicode_codepoints = NULL;
+ range.num_chars = num_chars_in_range;
+ range.chardata_for_range = chardata_for_range;
+ range.font_size = font_size;
+ return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1);
+}
+
+STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap)
+{
+ int i_ascent, i_descent, i_lineGap;
+ float scale;
+ stbtt_fontinfo info;
+ stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index));
+ scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size);
+ stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap);
+ *ascent = (float) i_ascent * scale;
+ *descent = (float) i_descent * scale;
+ *lineGap = (float) i_lineGap * scale;
+}
+
+STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer)
+{
+ float ipw = 1.0f / pw, iph = 1.0f / ph;
+ const stbtt_packedchar *b = chardata + char_index;
+
+ if (align_to_integer) {
+ float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f);
+ float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f);
+ q->x0 = x;
+ q->y0 = y;
+ q->x1 = x + b->xoff2 - b->xoff;
+ q->y1 = y + b->yoff2 - b->yoff;
+ } else {
+ q->x0 = *xpos + b->xoff;
+ q->y0 = *ypos + b->yoff;
+ q->x1 = *xpos + b->xoff2;
+ q->y1 = *ypos + b->yoff2;
+ }
+
+ q->s0 = b->x0 * ipw;
+ q->t0 = b->y0 * iph;
+ q->s1 = b->x1 * ipw;
+ q->t1 = b->y1 * iph;
+
+ *xpos += b->xadvance;
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// sdf computation
+//
+
+#define STBTT_min(a,b) ((a) < (b) ? (a) : (b))
+#define STBTT_max(a,b) ((a) < (b) ? (b) : (a))
+
+static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2])
+{
+ float q0perp = q0[1]*ray[0] - q0[0]*ray[1];
+ float q1perp = q1[1]*ray[0] - q1[0]*ray[1];
+ float q2perp = q2[1]*ray[0] - q2[0]*ray[1];
+ float roperp = orig[1]*ray[0] - orig[0]*ray[1];
+
+ float a = q0perp - 2*q1perp + q2perp;
+ float b = q1perp - q0perp;
+ float c = q0perp - roperp;
+
+ float s0 = 0., s1 = 0.;
+ int num_s = 0;
+
+ if (a != 0.0) {
+ float discr = b*b - a*c;
+ if (discr > 0.0) {
+ float rcpna = -1 / a;
+ float d = (float) STBTT_sqrt(discr);
+ s0 = (b+d) * rcpna;
+ s1 = (b-d) * rcpna;
+ if (s0 >= 0.0 && s0 <= 1.0)
+ num_s = 1;
+ if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) {
+ if (num_s == 0) s0 = s1;
+ ++num_s;
+ }
+ }
+ } else {
+ // 2*b*s + c = 0
+ // s = -c / (2*b)
+ s0 = c / (-2 * b);
+ if (s0 >= 0.0 && s0 <= 1.0)
+ num_s = 1;
+ }
+
+ if (num_s == 0)
+ return 0;
+ else {
+ float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]);
+ float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2;
+
+ float q0d = q0[0]*rayn_x + q0[1]*rayn_y;
+ float q1d = q1[0]*rayn_x + q1[1]*rayn_y;
+ float q2d = q2[0]*rayn_x + q2[1]*rayn_y;
+ float rod = orig[0]*rayn_x + orig[1]*rayn_y;
+
+ float q10d = q1d - q0d;
+ float q20d = q2d - q0d;
+ float q0rd = q0d - rod;
+
+ hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d;
+ hits[0][1] = a*s0+b;
+
+ if (num_s > 1) {
+ hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d;
+ hits[1][1] = a*s1+b;
+ return 2;
+ } else {
+ return 1;
+ }
+ }
+}
+
+static int equal(float *a, float *b)
+{
+ return (a[0] == b[0] && a[1] == b[1]);
+}
+
+static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts)
+{
+ int i;
+ float orig[2], ray[2] = { 1, 0 };
+ float y_frac;
+ int winding = 0;
+
+ // make sure y never passes through a vertex of the shape
+ y_frac = (float) STBTT_fmod(y, 1.0f);
+ if (y_frac < 0.01f)
+ y += 0.01f;
+ else if (y_frac > 0.99f)
+ y -= 0.01f;
+
+ orig[0] = x;
+ orig[1] = y;
+
+ // test a ray from (-infinity,y) to (x,y)
+ for (i=0; i < nverts; ++i) {
+ if (verts[i].type == STBTT_vline) {
+ int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y;
+ int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y;
+ if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
+ float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;
+ if (x_inter < x)
+ winding += (y0 < y1) ? 1 : -1;
+ }
+ }
+ if (verts[i].type == STBTT_vcurve) {
+ int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ;
+ int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy;
+ int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ;
+ int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2));
+ int by = STBTT_max(y0,STBTT_max(y1,y2));
+ if (y > ay && y < by && x > ax) {
+ float q0[2],q1[2],q2[2];
+ float hits[2][2];
+ q0[0] = (float)x0;
+ q0[1] = (float)y0;
+ q1[0] = (float)x1;
+ q1[1] = (float)y1;
+ q2[0] = (float)x2;
+ q2[1] = (float)y2;
+ if (equal(q0,q1) || equal(q1,q2)) {
+ x0 = (int)verts[i-1].x;
+ y0 = (int)verts[i-1].y;
+ x1 = (int)verts[i ].x;
+ y1 = (int)verts[i ].y;
+ if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) {
+ float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0;
+ if (x_inter < x)
+ winding += (y0 < y1) ? 1 : -1;
+ }
+ } else {
+ int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits);
+ if (num_hits >= 1)
+ if (hits[0][0] < 0)
+ winding += (hits[0][1] < 0 ? -1 : 1);
+ if (num_hits >= 2)
+ if (hits[1][0] < 0)
+ winding += (hits[1][1] < 0 ? -1 : 1);
+ }
+ }
+ }
+ }
+ return winding;
+}
+
+static float stbtt__cuberoot( float x )
+{
+ if (x<0)
+ return -(float) STBTT_pow(-x,1.0f/3.0f);
+ else
+ return (float) STBTT_pow( x,1.0f/3.0f);
+}
+
+// x^3 + a*x^2 + b*x + c = 0
+static int stbtt__solve_cubic(float a, float b, float c, float* r)
+{
+ float s = -a / 3;
+ float p = b - a*a / 3;
+ float q = a * (2*a*a - 9*b) / 27 + c;
+ float p3 = p*p*p;
+ float d = q*q + 4*p3 / 27;
+ if (d >= 0) {
+ float z = (float) STBTT_sqrt(d);
+ float u = (-q + z) / 2;
+ float v = (-q - z) / 2;
+ u = stbtt__cuberoot(u);
+ v = stbtt__cuberoot(v);
+ r[0] = s + u + v;
+ return 1;
+ } else {
+ float u = (float) STBTT_sqrt(-p/3);
+ float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative
+ float m = (float) STBTT_cos(v);
+ float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f;
+ r[0] = s + u * 2 * m;
+ r[1] = s - u * (m + n);
+ r[2] = s - u * (m - n);
+
+ //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe?
+ //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f);
+ //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f);
+ return 3;
+ }
+}
+
+STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)
+{
+ float scale_x = scale, scale_y = scale;
+ int ix0,iy0,ix1,iy1;
+ int w,h;
+ unsigned char *data;
+
+ if (scale == 0) return NULL;
+
+ stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1);
+
+ // if empty, return NULL
+ if (ix0 == ix1 || iy0 == iy1)
+ return NULL;
+
+ ix0 -= padding;
+ iy0 -= padding;
+ ix1 += padding;
+ iy1 += padding;
+
+ w = (ix1 - ix0);
+ h = (iy1 - iy0);
+
+ if (width ) *width = w;
+ if (height) *height = h;
+ if (xoff ) *xoff = ix0;
+ if (yoff ) *yoff = iy0;
+
+ // invert for y-downwards bitmaps
+ scale_y = -scale_y;
+
+ {
+ int x,y,i,j;
+ float *precompute;
+ stbtt_vertex *verts;
+ int num_verts = stbtt_GetGlyphShape(info, glyph, &verts);
+ data = (unsigned char *) STBTT_malloc(w * h, info->userdata);
+ precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata);
+
+ for (i=0,j=num_verts-1; i < num_verts; j=i++) {
+ if (verts[i].type == STBTT_vline) {
+ float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
+ float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y;
+ float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0));
+ precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist;
+ } else if (verts[i].type == STBTT_vcurve) {
+ float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y;
+ float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y;
+ float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y;
+ float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
+ float len2 = bx*bx + by*by;
+ if (len2 != 0.0f)
+ precompute[i] = 1.0f / (bx*bx + by*by);
+ else
+ precompute[i] = 0.0f;
+ } else
+ precompute[i] = 0.0f;
+ }
+
+ for (y=iy0; y < iy1; ++y) {
+ for (x=ix0; x < ix1; ++x) {
+ float val;
+ float min_dist = 999999.0f;
+ float sx = (float) x + 0.5f;
+ float sy = (float) y + 0.5f;
+ float x_gspace = (sx / scale_x);
+ float y_gspace = (sy / scale_y);
+
+ int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path
+
+ for (i=0; i < num_verts; ++i) {
+ float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
+
+ if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) {
+ float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;
+
+ float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
+ if (dist2 < min_dist*min_dist)
+ min_dist = (float) STBTT_sqrt(dist2);
+
+ // coarse culling against bbox
+ //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist &&
+ // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist)
+ dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];
+ STBTT_assert(i != 0);
+ if (dist < min_dist) {
+ // check position along line
+ // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0)
+ // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy)
+ float dx = x1-x0, dy = y1-y0;
+ float px = x0-sx, py = y0-sy;
+ // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy
+ // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve
+ float t = -(px*dx + py*dy) / (dx*dx + dy*dy);
+ if (t >= 0.0f && t <= 1.0f)
+ min_dist = dist;
+ }
+ } else if (verts[i].type == STBTT_vcurve) {
+ float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y;
+ float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y;
+ float box_x0 = STBTT_min(STBTT_min(x0,x1),x2);
+ float box_y0 = STBTT_min(STBTT_min(y0,y1),y2);
+ float box_x1 = STBTT_max(STBTT_max(x0,x1),x2);
+ float box_y1 = STBTT_max(STBTT_max(y0,y1),y2);
+ // coarse culling against bbox to avoid computing cubic unnecessarily
+ if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) {
+ int num=0;
+ float ax = x1-x0, ay = y1-y0;
+ float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
+ float mx = x0 - sx, my = y0 - sy;
+ float res[3] = {0.f,0.f,0.f};
+ float px,py,t,it,dist2;
+ float a_inv = precompute[i];
+ if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula
+ float a = 3*(ax*bx + ay*by);
+ float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by);
+ float c = mx*ax+my*ay;
+ if (a == 0.0) { // if a is 0, it's linear
+ if (b != 0.0) {
+ res[num++] = -c/b;
+ }
+ } else {
+ float discriminant = b*b - 4*a*c;
+ if (discriminant < 0)
+ num = 0;
+ else {
+ float root = (float) STBTT_sqrt(discriminant);
+ res[0] = (-b - root)/(2*a);
+ res[1] = (-b + root)/(2*a);
+ num = 2; // don't bother distinguishing 1-solution case, as code below will still work
+ }
+ }
+ } else {
+ float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point
+ float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv;
+ float d = (mx*ax+my*ay) * a_inv;
+ num = stbtt__solve_cubic(b, c, d, res);
+ }
+ dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
+ if (dist2 < min_dist*min_dist)
+ min_dist = (float) STBTT_sqrt(dist2);
+
+ if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) {
+ t = res[0], it = 1.0f - t;
+ px = it*it*x0 + 2*t*it*x1 + t*t*x2;
+ py = it*it*y0 + 2*t*it*y1 + t*t*y2;
+ dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
+ if (dist2 < min_dist * min_dist)
+ min_dist = (float) STBTT_sqrt(dist2);
+ }
+ if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) {
+ t = res[1], it = 1.0f - t;
+ px = it*it*x0 + 2*t*it*x1 + t*t*x2;
+ py = it*it*y0 + 2*t*it*y1 + t*t*y2;
+ dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
+ if (dist2 < min_dist * min_dist)
+ min_dist = (float) STBTT_sqrt(dist2);
+ }
+ if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) {
+ t = res[2], it = 1.0f - t;
+ px = it*it*x0 + 2*t*it*x1 + t*t*x2;
+ py = it*it*y0 + 2*t*it*y1 + t*t*y2;
+ dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy);
+ if (dist2 < min_dist * min_dist)
+ min_dist = (float) STBTT_sqrt(dist2);
+ }
+ }
+ }
+ }
+ if (winding == 0)
+ min_dist = -min_dist; // if outside the shape, value is negative
+ val = onedge_value + pixel_dist_scale * min_dist;
+ if (val < 0)
+ val = 0;
+ else if (val > 255)
+ val = 255;
+ data[(y-iy0)*w+(x-ix0)] = (unsigned char) val;
+ }
+ }
+ STBTT_free(precompute, info->userdata);
+ STBTT_free(verts, info->userdata);
+ }
+ return data;
+}
+
+STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff)
+{
+ return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff);
+}
+
+STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata)
+{
+ STBTT_free(bitmap, userdata);
+}
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// font name matching -- recommended not to use this
+//
+
+// check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string
+static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2)
+{
+ stbtt_int32 i=0;
+
+ // convert utf16 to utf8 and compare the results while converting
+ while (len2) {
+ stbtt_uint16 ch = s2[0]*256 + s2[1];
+ if (ch < 0x80) {
+ if (i >= len1) return -1;
+ if (s1[i++] != ch) return -1;
+ } else if (ch < 0x800) {
+ if (i+1 >= len1) return -1;
+ if (s1[i++] != 0xc0 + (ch >> 6)) return -1;
+ if (s1[i++] != 0x80 + (ch & 0x3f)) return -1;
+ } else if (ch >= 0xd800 && ch < 0xdc00) {
+ stbtt_uint32 c;
+ stbtt_uint16 ch2 = s2[2]*256 + s2[3];
+ if (i+3 >= len1) return -1;
+ c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000;
+ if (s1[i++] != 0xf0 + (c >> 18)) return -1;
+ if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1;
+ if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1;
+ if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1;
+ s2 += 2; // plus another 2 below
+ len2 -= 2;
+ } else if (ch >= 0xdc00 && ch < 0xe000) {
+ return -1;
+ } else {
+ if (i+2 >= len1) return -1;
+ if (s1[i++] != 0xe0 + (ch >> 12)) return -1;
+ if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1;
+ if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1;
+ }
+ s2 += 2;
+ len2 -= 2;
+ }
+ return i;
+}
+
+static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2)
+{
+ return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2);
+}
+
+// returns results in whatever encoding you request... but note that 2-byte encodings
+// will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare
+STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID)
+{
+ stbtt_int32 i,count,stringOffset;
+ stbtt_uint8 *fc = font->data;
+ stbtt_uint32 offset = font->fontstart;
+ stbtt_uint32 nm = stbtt__find_table(fc, offset, "name");
+ if (!nm) return NULL;
+
+ count = ttUSHORT(fc+nm+2);
+ stringOffset = nm + ttUSHORT(fc+nm+4);
+ for (i=0; i < count; ++i) {
+ stbtt_uint32 loc = nm + 6 + 12 * i;
+ if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2)
+ && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) {
+ *length = ttUSHORT(fc+loc+8);
+ return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10));
+ }
+ }
+ return NULL;
+}
+
+static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id)
+{
+ stbtt_int32 i;
+ stbtt_int32 count = ttUSHORT(fc+nm+2);
+ stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4);
+
+ for (i=0; i < count; ++i) {
+ stbtt_uint32 loc = nm + 6 + 12 * i;
+ stbtt_int32 id = ttUSHORT(fc+loc+6);
+ if (id == target_id) {
+ // find the encoding
+ stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4);
+
+ // is this a Unicode encoding?
+ if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) {
+ stbtt_int32 slen = ttUSHORT(fc+loc+8);
+ stbtt_int32 off = ttUSHORT(fc+loc+10);
+
+ // check if there's a prefix match
+ stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen);
+ if (matchlen >= 0) {
+ // check for target_id+1 immediately following, with same encoding & language
+ if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) {
+ slen = ttUSHORT(fc+loc+12+8);
+ off = ttUSHORT(fc+loc+12+10);
+ if (slen == 0) {
+ if (matchlen == nlen)
+ return 1;
+ } else if (matchlen < nlen && name[matchlen] == ' ') {
+ ++matchlen;
+ if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen))
+ return 1;
+ }
+ } else {
+ // if nothing immediately following
+ if (matchlen == nlen)
+ return 1;
+ }
+ }
+ }
+
+ // @TODO handle other encodings
+ }
+ }
+ return 0;
+}
+
+static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags)
+{
+ stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name);
+ stbtt_uint32 nm,hd;
+ if (!stbtt__isfont(fc+offset)) return 0;
+
+ // check italics/bold/underline flags in macStyle...
+ if (flags) {
+ hd = stbtt__find_table(fc, offset, "head");
+ if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0;
+ }
+
+ nm = stbtt__find_table(fc, offset, "name");
+ if (!nm) return 0;
+
+ if (flags) {
+ // if we checked the macStyle flags, then just check the family and ignore the subfamily
+ if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1;
+ if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1;
+ if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1;
+ } else {
+ if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1;
+ if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1;
+ if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1;
+ }
+
+ return 0;
+}
+
+static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags)
+{
+ stbtt_int32 i;
+ for (i=0;;++i) {
+ stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i);
+ if (off < 0) return off;
+ if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags))
+ return off;
+ }
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Wcast-qual"
+#endif
+
+STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset,
+ float pixel_height, unsigned char *pixels, int pw, int ph,
+ int first_char, int num_chars, stbtt_bakedchar *chardata)
+{
+ return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata);
+}
+
+STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index)
+{
+ return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index);
+}
+
+STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data)
+{
+ return stbtt_GetNumberOfFonts_internal((unsigned char *) data);
+}
+
+STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset)
+{
+ return stbtt_InitFont_internal(info, (unsigned char *) data, offset);
+}
+
+STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags)
+{
+ return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags);
+}
+
+STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2)
+{
+ return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2);
+}
+
+#if defined(__GNUC__) || defined(__clang__)
+#pragma GCC diagnostic pop
+#endif
+
+#endif // STB_TRUETYPE_IMPLEMENTATION
+
+
+// FULL VERSION HISTORY
+//
+// 1.25 (2021-07-11) many fixes
+// 1.24 (2020-02-05) fix warning
+// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)
+// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined
+// 1.21 (2019-02-25) fix warning
+// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
+// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod
+// 1.18 (2018-01-29) add missing function
+// 1.17 (2017-07-23) make more arguments const; doc fix
+// 1.16 (2017-07-12) SDF support
+// 1.15 (2017-03-03) make more arguments const
+// 1.14 (2017-01-16) num-fonts-in-TTC function
+// 1.13 (2017-01-02) support OpenType fonts, certain Apple fonts
+// 1.12 (2016-10-25) suppress warnings about casting away const with -Wcast-qual
+// 1.11 (2016-04-02) fix unused-variable warning
+// 1.10 (2016-04-02) allow user-defined fabs() replacement
+// fix memory leak if fontsize=0.0
+// fix warning from duplicate typedef
+// 1.09 (2016-01-16) warning fix; avoid crash on outofmem; use alloc userdata for PackFontRanges
+// 1.08 (2015-09-13) document stbtt_Rasterize(); fixes for vertical & horizontal edges
+// 1.07 (2015-08-01) allow PackFontRanges to accept arrays of sparse codepoints;
+// allow PackFontRanges to pack and render in separate phases;
+// fix stbtt_GetFontOFfsetForIndex (never worked for non-0 input?);
+// fixed an assert() bug in the new rasterizer
+// replace assert() with STBTT_assert() in new rasterizer
+// 1.06 (2015-07-14) performance improvements (~35% faster on x86 and x64 on test machine)
+// also more precise AA rasterizer, except if shapes overlap
+// remove need for STBTT_sort
+// 1.05 (2015-04-15) fix misplaced definitions for STBTT_STATIC
+// 1.04 (2015-04-15) typo in example
+// 1.03 (2015-04-12) STBTT_STATIC, fix memory leak in new packing, various fixes
+// 1.02 (2014-12-10) fix various warnings & compile issues w/ stb_rect_pack, C++
+// 1.01 (2014-12-08) fix subpixel position when oversampling to exactly match
+// non-oversampled; STBTT_POINT_SIZE for packed case only
+// 1.00 (2014-12-06) add new PackBegin etc. API, w/ support for oversampling
+// 0.99 (2014-09-18) fix multiple bugs with subpixel rendering (ryg)
+// 0.9 (2014-08-07) support certain mac/iOS fonts without an MS platformID
+// 0.8b (2014-07-07) fix a warning
+// 0.8 (2014-05-25) fix a few more warnings
+// 0.7 (2013-09-25) bugfix: subpixel glyph bug fixed in 0.5 had come back
+// 0.6c (2012-07-24) improve documentation
+// 0.6b (2012-07-20) fix a few more warnings
+// 0.6 (2012-07-17) fix warnings; added stbtt_ScaleForMappingEmToPixels,
+// stbtt_GetFontBoundingBox, stbtt_IsGlyphEmpty
+// 0.5 (2011-12-09) bugfixes:
+// subpixel glyph renderer computed wrong bounding box
+// first vertex of shape can be off-curve (FreeSans)
+// 0.4b (2011-12-03) fixed an error in the font baking example
+// 0.4 (2011-12-01) kerning, subpixel rendering (tor)
+// bugfixes for:
+// codepoint-to-glyph conversion using table fmt=12
+// codepoint-to-glyph conversion using table fmt=4
+// stbtt_GetBakedQuad with non-square texture (Zer)
+// updated Hello World! sample to use kerning and subpixel
+// fixed some warnings
+// 0.3 (2009-06-24) cmap fmt=12, compound shapes (MM)
+// userdata, malloc-from-userdata, non-zero fill (stb)
+// 0.2 (2009-03-11) Fix unsigned/signed char warnings
+// 0.1 (2009-03-09) First public release
+//
+
+/*
+------------------------------------------------------------------------------
+This software is available under 2 licenses -- choose whichever you prefer.
+------------------------------------------------------------------------------
+ALTERNATIVE A - MIT License
+Copyright (c) 2017 Sean Barrett
+Permission is hereby granted, free of charge, to any person obtaining a copy of
+this software and associated documentation files (the "Software"), to deal in
+the Software without restriction, including without limitation the rights to
+use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
+of the Software, and to permit persons to whom the Software is furnished to do
+so, subject to the following conditions:
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
+------------------------------------------------------------------------------
+ALTERNATIVE B - Public Domain (www.unlicense.org)
+This is free and unencumbered software released into the public domain.
+Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
+software, either in source code form or as a compiled binary, for any purpose,
+commercial or non-commercial, and by any means.
+In jurisdictions that recognize copyright laws, the author or authors of this
+software dedicate any and all copyright interest in the software to the public
+domain. We make this dedication for the benefit of the public at large and to
+the detriment of our heirs and successors. We intend this dedication to be an
+overt act of relinquishment in perpetuity of all present and future rights to
+this software under copyright law.
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
+ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+------------------------------------------------------------------------------
+*/