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dear-imgui 2.1.3 → 2.2.0

raw patch · 60 files changed

+35135/−31770 lines, 60 filesdep −text-shortdep ~bytestringdep ~containersdep ~logging-effectPVP ok

version bump matches the API change (PVP)

Dependencies removed: text-short

Dependency ranges changed: bytestring, containers, logging-effect, megaparsec, resourcet, sdl2, text, unliftio, unliftio-core, vector

API changes (from Hackage documentation)

- DearImGui: ImGuiModFlags :: CInt -> ImGuiModFlags
- DearImGui: ImGuiNavInput :: CInt -> ImGuiNavInput
- DearImGui: newtype ImGuiModFlags
- DearImGui: newtype ImGuiNavInput
- DearImGui: pattern ImGuiKey_ModAlt :: ImGuiKey
- DearImGui: pattern ImGuiKey_ModCtrl :: ImGuiKey
- DearImGui: pattern ImGuiKey_ModShift :: ImGuiKey
- DearImGui: pattern ImGuiKey_ModSuper :: ImGuiKey
- DearImGui: pattern ImGuiModFlags_Alt :: ImGuiModFlags
- DearImGui: pattern ImGuiModFlags_Ctrl :: ImGuiModFlags
- DearImGui: pattern ImGuiModFlags_None :: ImGuiModFlags
- DearImGui: pattern ImGuiModFlags_Shift :: ImGuiModFlags
- DearImGui: pattern ImGuiModFlags_Super :: ImGuiModFlags
- DearImGui: pattern ImGuiNavInput_Activate :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_Cancel :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_DpadDown :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_DpadLeft :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_DpadRight :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_DpadUp :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_FocusNext :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_FocusPrev :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_Input :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_KeyDown_ :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_KeyLeft_ :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_KeyRight_ :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_KeyUp_ :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_LStickDown :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_LStickLeft :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_LStickRight :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_LStickUp :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_Menu :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_TweakFast :: ImGuiNavInput
- DearImGui: pattern ImGuiNavInput_TweakSlow :: ImGuiNavInput
- DearImGui: pattern ImGuiSelectableFlags_AllowItemOverlap :: ImGuiSelectableFlags
- DearImGui: pattern ImGuiTreeNodeFlags_AllowItemOverlap :: ImGuiTreeNodeFlags
- DearImGui.Raw: ImGuiModFlags :: CInt -> ImGuiModFlags
- DearImGui.Raw: ImGuiNavInput :: CInt -> ImGuiNavInput
- DearImGui.Raw: newtype ImGuiModFlags
- DearImGui.Raw: newtype ImGuiNavInput
- DearImGui.Raw: pattern ImGuiKey_ModAlt :: ImGuiKey
- DearImGui.Raw: pattern ImGuiKey_ModCtrl :: ImGuiKey
- DearImGui.Raw: pattern ImGuiKey_ModShift :: ImGuiKey
- DearImGui.Raw: pattern ImGuiKey_ModSuper :: ImGuiKey
- DearImGui.Raw: pattern ImGuiModFlags_Alt :: ImGuiModFlags
- DearImGui.Raw: pattern ImGuiModFlags_Ctrl :: ImGuiModFlags
- DearImGui.Raw: pattern ImGuiModFlags_None :: ImGuiModFlags
- DearImGui.Raw: pattern ImGuiModFlags_Shift :: ImGuiModFlags
- DearImGui.Raw: pattern ImGuiModFlags_Super :: ImGuiModFlags
- DearImGui.Raw: pattern ImGuiNavInput_Activate :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_Cancel :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_DpadDown :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_DpadLeft :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_DpadRight :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_DpadUp :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_FocusNext :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_FocusPrev :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_Input :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_KeyDown_ :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_KeyLeft_ :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_KeyRight_ :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_KeyUp_ :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_LStickDown :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_LStickLeft :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_LStickRight :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_LStickUp :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_Menu :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_TweakFast :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiNavInput_TweakSlow :: ImGuiNavInput
- DearImGui.Raw: pattern ImGuiSelectableFlags_AllowItemOverlap :: ImGuiSelectableFlags
- DearImGui.Raw: pattern ImGuiTreeNodeFlags_AllowItemOverlap :: ImGuiTreeNodeFlags
+ DearImGui: ImGuiMouseSource :: CInt -> ImGuiMouseSource
+ DearImGui: getCursorPos :: MonadIO m => m ImVec2
+ DearImGui: newtype ImGuiMouseSource
+ DearImGui: pattern ImGuiHoveredFlags_AllowWhenOverlappedByItem :: ImGuiHoveredFlags
+ DearImGui: pattern ImGuiHoveredFlags_AllowWhenOverlappedByWindow :: ImGuiHoveredFlags
+ DearImGui: pattern ImGuiHoveredFlags_DelayNone :: ImGuiHoveredFlags
+ DearImGui: pattern ImGuiHoveredFlags_DelayNormal :: ImGuiHoveredFlags
+ DearImGui: pattern ImGuiHoveredFlags_DelayShort :: ImGuiHoveredFlags
+ DearImGui: pattern ImGuiHoveredFlags_ForTooltip :: ImGuiHoveredFlags
+ DearImGui: pattern ImGuiHoveredFlags_NoSharedDelay :: ImGuiHoveredFlags
+ DearImGui: pattern ImGuiHoveredFlags_Stationary :: ImGuiHoveredFlags
+ DearImGui: pattern ImGuiInputTextFlags_EscapeClearsAll :: ImGuiInputTextFlags
+ DearImGui: pattern ImGuiKey_COUNT :: ImGuiKey
+ DearImGui: pattern ImGuiKey_MouseLeft :: ImGuiKey
+ DearImGui: pattern ImGuiKey_MouseMiddle :: ImGuiKey
+ DearImGui: pattern ImGuiKey_MouseRight :: ImGuiKey
+ DearImGui: pattern ImGuiKey_MouseWheelX :: ImGuiKey
+ DearImGui: pattern ImGuiKey_MouseWheelY :: ImGuiKey
+ DearImGui: pattern ImGuiKey_MouseX1 :: ImGuiKey
+ DearImGui: pattern ImGuiKey_MouseX2 :: ImGuiKey
+ DearImGui: pattern ImGuiKey_ReservedForModAlt :: ImGuiKey
+ DearImGui: pattern ImGuiKey_ReservedForModCtrl :: ImGuiKey
+ DearImGui: pattern ImGuiKey_ReservedForModShift :: ImGuiKey
+ DearImGui: pattern ImGuiKey_ReservedForModSuper :: ImGuiKey
+ DearImGui: pattern ImGuiMod_Alt :: ImGuiKey
+ DearImGui: pattern ImGuiMod_Ctrl :: ImGuiKey
+ DearImGui: pattern ImGuiMod_Mask_ :: ImGuiKey
+ DearImGui: pattern ImGuiMod_None :: ImGuiKey
+ DearImGui: pattern ImGuiMod_Shift :: ImGuiKey
+ DearImGui: pattern ImGuiMod_Shortcut :: ImGuiKey
+ DearImGui: pattern ImGuiMod_Super :: ImGuiKey
+ DearImGui: pattern ImGuiMouseSource_COUNT :: ImGuiMouseSource
+ DearImGui: pattern ImGuiMouseSource_Mouse :: ImGuiMouseSource
+ DearImGui: pattern ImGuiMouseSource_Pen :: ImGuiMouseSource
+ DearImGui: pattern ImGuiMouseSource_TouchScreen :: ImGuiMouseSource
+ DearImGui: pattern ImGuiSelectableFlags_AllowOverlap :: ImGuiSelectableFlags
+ DearImGui: pattern ImGuiStyleVar_SeparatorTextAlign :: ImGuiStyleVar
+ DearImGui: pattern ImGuiStyleVar_SeparatorTextBorderSize :: ImGuiStyleVar
+ DearImGui: pattern ImGuiStyleVar_SeparatorTextPadding :: ImGuiStyleVar
+ DearImGui: pattern ImGuiTreeNodeFlags_AllowOverlap :: ImGuiTreeNodeFlags
+ DearImGui.Raw: ImGuiMouseSource :: CInt -> ImGuiMouseSource
+ DearImGui.Raw: getCursorPos :: MonadIO m => m ImVec2
+ DearImGui.Raw: newtype ImGuiMouseSource
+ DearImGui.Raw: pattern ImGuiHoveredFlags_AllowWhenOverlappedByItem :: ImGuiHoveredFlags
+ DearImGui.Raw: pattern ImGuiHoveredFlags_AllowWhenOverlappedByWindow :: ImGuiHoveredFlags
+ DearImGui.Raw: pattern ImGuiHoveredFlags_DelayNone :: ImGuiHoveredFlags
+ DearImGui.Raw: pattern ImGuiHoveredFlags_DelayNormal :: ImGuiHoveredFlags
+ DearImGui.Raw: pattern ImGuiHoveredFlags_DelayShort :: ImGuiHoveredFlags
+ DearImGui.Raw: pattern ImGuiHoveredFlags_ForTooltip :: ImGuiHoveredFlags
+ DearImGui.Raw: pattern ImGuiHoveredFlags_NoSharedDelay :: ImGuiHoveredFlags
+ DearImGui.Raw: pattern ImGuiHoveredFlags_Stationary :: ImGuiHoveredFlags
+ DearImGui.Raw: pattern ImGuiInputTextFlags_EscapeClearsAll :: ImGuiInputTextFlags
+ DearImGui.Raw: pattern ImGuiKey_COUNT :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_MouseLeft :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_MouseMiddle :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_MouseRight :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_MouseWheelX :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_MouseWheelY :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_MouseX1 :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_MouseX2 :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_ReservedForModAlt :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_ReservedForModCtrl :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_ReservedForModShift :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiKey_ReservedForModSuper :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiMod_Alt :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiMod_Ctrl :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiMod_Mask_ :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiMod_None :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiMod_Shift :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiMod_Shortcut :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiMod_Super :: ImGuiKey
+ DearImGui.Raw: pattern ImGuiMouseSource_COUNT :: ImGuiMouseSource
+ DearImGui.Raw: pattern ImGuiMouseSource_Mouse :: ImGuiMouseSource
+ DearImGui.Raw: pattern ImGuiMouseSource_Pen :: ImGuiMouseSource
+ DearImGui.Raw: pattern ImGuiMouseSource_TouchScreen :: ImGuiMouseSource
+ DearImGui.Raw: pattern ImGuiSelectableFlags_AllowOverlap :: ImGuiSelectableFlags
+ DearImGui.Raw: pattern ImGuiStyleVar_SeparatorTextAlign :: ImGuiStyleVar
+ DearImGui.Raw: pattern ImGuiStyleVar_SeparatorTextBorderSize :: ImGuiStyleVar
+ DearImGui.Raw: pattern ImGuiStyleVar_SeparatorTextPadding :: ImGuiStyleVar
+ DearImGui.Raw: pattern ImGuiTreeNodeFlags_AllowOverlap :: ImGuiTreeNodeFlags
+ DearImGui.Raw.Context: imguiContext :: Context
- DearImGui: beginTabItem :: (MonadIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabBarFlags -> m Bool
+ DearImGui: beginTabItem :: (MonadIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabItemFlags -> m Bool
- DearImGui: withTabItem :: (MonadUnliftIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabBarFlags -> (Bool -> m a) -> m a
+ DearImGui: withTabItem :: (MonadUnliftIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabItemFlags -> (Bool -> m a) -> m a
- DearImGui: withTabItemOpen :: (MonadUnliftIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabBarFlags -> m () -> m ()
+ DearImGui: withTabItemOpen :: (MonadUnliftIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabItemFlags -> m () -> m ()
- DearImGui.Internal.Text: data Text
+ DearImGui.Internal.Text: data () => Text
- DearImGui.Raw: beginTabItem :: MonadIO m => CString -> Ptr CBool -> ImGuiTabBarFlags -> m Bool
+ DearImGui.Raw: beginTabItem :: MonadIO m => CString -> Ptr CBool -> ImGuiTabItemFlags -> m Bool

Files

ChangeLog.md view
@@ -1,5 +1,13 @@ # Changelog for dear-imgui +## [2.2.0]++- `imgui` updated to [1.89.9].+- Update bounds for ghc-9.6.+- Exposed `DearImGui.Raw.Context`.+- Added `getCursorPos``.+- Fix TabItem flags type.+ ## [2.1.3]  - Fixed off-by-1 in internal Text wrapper.@@ -107,7 +115,9 @@ [2.1.1]: https://github.com/haskell-game/dear-imgui.hs/tree/v2.1.1 [2.1.2]: https://github.com/haskell-game/dear-imgui.hs/tree/v2.1.2 [2.1.3]: https://github.com/haskell-game/dear-imgui.hs/tree/v2.1.3+[2.2.0]: https://github.com/haskell-game/dear-imgui.hs/tree/v2.2.0 +[1.89.9]: https://github.com/ocornut/imgui/releases/tag/v1.89.9 [1.87]: https://github.com/ocornut/imgui/releases/tag/v1.87 [1.86]: https://github.com/ocornut/imgui/releases/tag/v1.86 [1.85]: https://github.com/ocornut/imgui/releases/tag/v1.85
Main.hs view
@@ -79,10 +79,10 @@   text "Hello!"    beginTabBar "My tab bar" ImGuiTabBarFlags_Reorderable >>= whenTrue do-    beginTabItem "Tab 1" tab1Ref ImGuiTabBarFlags_None >>= whenTrue do+    beginTabItem "Tab 1" tab1Ref ImGuiTabItemFlags_None >>= whenTrue do       text "Tab 1 is currently selected."       endTabItem-    beginTabItem "Tab 2" tab2Ref ImGuiTabBarFlags_None >>= whenTrue do+    beginTabItem "Tab 2" tab2Ref ImGuiTabItemFlags_None >>= whenTrue do       text "Tab 2 is selected now."       endTabItem     reOpen <- tabItemButton "ReopenTabs" ImGuiTabItemFlags_Trailing
dear-imgui.cabal view
@@ -1,7 +1,7 @@ cabal-version: 3.0  name: dear-imgui-version: 2.1.3+version: 2.2.0 author: Oliver Charles maintainer: ollie@ocharles.org.uk, aenor.realm@gmail.com license: BSD-3-Clause@@ -140,7 +140,7 @@ common common   build-depends:       base-        >= 4.12 && < 4.17+        >= 4.12 && < 4.19   default-language:       Haskell2010 @@ -159,8 +159,8 @@     DearImGui.Raw.Font.GlyphRanges     DearImGui.Raw.IO     DearImGui.Raw.ListClipper+    DearImGui.Raw.Context   other-modules:-    DearImGui.Context     DearImGui.Enums     DearImGui.Structs   cxx-options: -std=c++11@@ -243,7 +243,7 @@     build-depends:       sdl2     cxx-sources:-      imgui/backends/imgui_impl_sdl.cpp+      imgui/backends/imgui_impl_sdl2.cpp      if os(windows) || os(darwin)       extra-libraries:@@ -291,7 +291,7 @@     , DearImGui.Generator.Types   build-depends:       template-haskell-        >= 2.15 && < 2.19+        >= 2.15 && < 2.21     , containers        ^>= 0.6.2.1     , directory@@ -311,7 +311,7 @@     , th-lift         >= 0.7 && < 0.9     , transformers-        >= 0.5.6 && < 0.6+        >= 0.5.6 && < 0.7     , unordered-containers         >= 0.2.11 && < 0.3 @@ -355,7 +355,7 @@   main-is: Image.hs   hs-source-dirs: examples/sdl   build-depends: sdl2, gl, dear-imgui, managed, vector-  if (!flag(examples) || !flag(sdl) || !flag(opengl2))+  if (!flag(examples) || !flag(sdl) || !flag(opengl3))     buildable: False  executable vulkan@@ -370,25 +370,25 @@     build-depends:         dear-imgui       , bytestring-          >= 0.10.10.0 && < 0.12+          >= 0.10.10.0 && < 0.13       , containers-         ^>= 0.6.2.1+          >= 0.6.2.1 && < 0.7       , logging-effect-         ^>= 1.3.12+          >= 1.3.12 && < 1.5       , resourcet-         ^>= 1.2.4.2+          >= 1.2.4.2 && < 1.3       , sdl2-         ^>= 2.5.3.0-      , text-short-         ^>= 0.1.3+          >= 2.5.3.0 && < 2.6+      , text+          >= 1.2.4 && < 2.1       , transformers-         ^>= 0.5.6.2+          >= 0.5.6 && < 0.7       , unliftio-          >= 0.2.13 && < 0.2.19+          >= 0.2.13 && < 0.3       , unliftio-core-         ^>= 0.2.0.1+          >= 0.2.0.1 && < 0.3       , vector-         ^>= 0.12.1.2+         >= 0.12.1.2 && < 0.14       , vulkan          >= 3.12       , vulkan-utils
examples/vulkan/Backend.hs view
@@ -44,7 +44,7 @@ import Data.Word   ( Word32 ) import Foreign.C.String-  ( CString )+  ( peekCString ) import Foreign.C.Types   ( CInt ) import Foreign.Ptr@@ -53,8 +53,6 @@ -- bytestring import Data.ByteString   ( ByteString )-import qualified Data.ByteString.Short as ShortByteString-  ( packCString )  -- containers import qualified Data.Map.Strict as Map@@ -77,11 +75,13 @@ import qualified SDL.Raw import qualified SDL.Video.Vulkan --- text-short-import Data.Text.Short-  ( ShortText )-import qualified Data.Text.Short as ShortText-  ( intercalate, pack, fromShortByteString, toByteString, unpack )+-- text+import Data.Text+  ( Text )+import qualified Data.Text as Text+  ( intercalate, pack, unpack )+import Data.Text.Encoding+  ( encodeUtf8 )  -- transformers import Control.Monad.IO.Class@@ -118,7 +118,7 @@  -------------------------------------------------------------------------------- -type LogMessage = WithSeverity ShortText+type LogMessage = WithSeverity Text class    ( MonadUnliftIO m, MonadResource m, MonadLog LogMessage m ) => MonadVulkan m instance ( MonadUnliftIO m, MonadResource m, MonadLog LogMessage m ) => MonadVulkan m @@ -127,9 +127,9 @@  logHandler :: MonadIO m => LogMessage -> m () logHandler ( WithSeverity sev mess )-  = liftIO . putStrLn . ShortText.unpack $ showSeverity sev <> " " <> mess+  = liftIO . putStrLn . Text.unpack $ showSeverity sev <> " " <> mess -showSeverity :: Severity -> ShortText+showSeverity :: Severity -> Text showSeverity Emergency     = "! PANIC !" showSeverity Alert         = "! ALERT !" showSeverity Critical      = "! CRIT !"@@ -244,7 +244,7 @@    case validationLayer of     Nothing -> logInfo "Validation layer unavailable. Is the Vulkan SDK installed?"-    Just _  -> logInfo ( "Enabled validation layers " <> ShortText.pack ( show enabledLayers ) )+    Just _  -> logInfo ( "Enabled validation layers " <> Text.pack ( show enabledLayers ) )    pure createInfo @@ -305,26 +305,23 @@   void ( SDL.setMouseLocationMode mouseMode )   window           <- logDebug "Creating SDL window"           *> createWindow width height windowName   neededExtensions <- logDebug "Loading needed extensions"     *> SDL.Video.Vulkan.vkGetInstanceExtensions window-  extensionNames   <- traverse ( liftIO . peekCString ) neededExtensions-  logInfo $ "Needed instance extensions are: " <> ShortText.intercalate ", " extensionNames-  pure ( window, map ShortText.toByteString extensionNames )--peekCString :: CString -> IO ShortText-peekCString = fmap ( fromMaybe "???" . ShortText.fromShortByteString ) . ShortByteString.packCString+  extensionNames   <- traverse ( liftIO . fmap fromString . peekCString ) neededExtensions+  logInfo $ "Needed instance extensions are: " <> Text.intercalate ", " extensionNames+  pure ( window, map encodeUtf8 extensionNames )  data WindowInfo   = WindowInfo   { width      :: CInt   , height     :: CInt-  , windowName :: ShortText+  , windowName :: Text   , mouseMode  :: SDL.LocationMode   } -createWindow :: MonadVulkan m => CInt -> CInt -> ShortText -> m SDL.Window+createWindow :: MonadVulkan m => CInt -> CInt -> Text -> m SDL.Window createWindow x y title =   snd <$> ResourceT.allocate     ( SDL.createWindow-              ( fromString ( ShortText.unpack title ) )+              ( fromString ( Text.unpack title ) )               SDL.defaultWindow                 { SDL.windowGraphicsContext = SDL.VulkanContext                 , SDL.windowInitialSize     = SDL.V2 x y@@ -408,11 +405,9 @@    let     presentMode :: Vulkan.PresentModeKHR-    presentMode-      | Vulkan.PRESENT_MODE_MAILBOX_KHR `elem` presentModes-      = Vulkan.PRESENT_MODE_MAILBOX_KHR-      | otherwise-      = Vulkan.PRESENT_MODE_FIFO_KHR+    presentMode =+      Vulkan.PRESENT_MODE_FIFO_KHR -- run at presentation rate+      -- Vulkan.PRESENT_MODE_MAILBOX_KHR -- max-FPS alternative for benchmarks, input lag debugging, etc.      Vulkan.SurfaceCapabilitiesKHR{currentExtent, currentTransform} = surfaceCapabilities     Vulkan.SurfaceFormatKHR{format=fmt, colorSpace=csp} = surfaceFormat
generator/DearImGui/Generator/Parser.hs view
@@ -60,7 +60,7 @@   ( Text ) import qualified Data.Text as Text   ( all, any, breakOn, drop, dropWhile, dropWhileEnd-  , length, stripPrefix, unlines, unpack+  , length, stripPrefix, unlines, unpack, pack   )  -- transformers@@ -81,6 +81,8 @@ import DearImGui.Generator.Types   ( Comment(..), Enumeration(..), Headers(..) ) +import qualified Text.Show as Text+ -------------------------------------------------------------------------------- -- Parse error type. @@ -90,7 +92,9 @@     , problems :: ![Text]     }   | MissingForwardDeclaration-    { enumName :: !Text }+    { enumName :: !Text+    , library :: HashMap Text ( TH.Name, Comment )+    }   | UnexpectedSection     { sectionName :: !Text     , problem     :: ![Text]@@ -101,8 +105,9 @@   showErrorComponent ( Couldn'tLookupEnumValues { enumName, problems } ) = Text.unpack $     "Couldn't lookup the following values in enum " <> enumName <> ":\n"     <> Text.unlines ( map ( " - "  <> ) problems )-  showErrorComponent ( MissingForwardDeclaration { enumName } ) = Text.unpack $-    "Missing forward declaration for enum named " <> enumName+  showErrorComponent ( MissingForwardDeclaration { enumName, library } ) = Text.unpack $+    "Missing forward declaration for enum named " <> enumName <> "\n"+    <> "In Library: " <> Text.pack ( Text.show library)   showErrorComponent ( UnexpectedSection { sectionName, problem } ) = Text.unpack $     "Unexpected section name.\n\     \Expected: " <> sectionName <> "\n\@@ -124,6 +129,7 @@   ( _defines, basicEnums ) <- partitionEithers <$>     manyTill       (   ( Left  <$> try ignoreDefine )+      <|> ( Left  <$> try cppConditional )       <|> ( Right <$> enumeration enumNamesAndTypes )       )       ( namedSection "Helpers: Memory allocations macros, ImVector<>" )@@ -134,7 +140,7 @@    _ <- skipManyTill anySingle ( namedSection "Misc data structures" ) -  _ <- skipManyTill anySingle ( namedSection "Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)" )+  _ <- skipManyTill anySingle ( namedSection "Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor)" )    _ <- skipManyTill anySingle ( namedSection "Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData)" )   skipManyTill anySingle ( try . lookAhead $ many comment *> keyword "enum" )@@ -171,14 +177,24 @@     pure ( structName, doc )   _ <- many comment   enums <- many do+    keyword "enum"+    enumName <- identifier+    symbol ":"+    ty <- cTypeName+    reservedSymbol ';'+    doc <- commentText <$> comment+    pure ( enumName, ( ty, CommentText <$> Text.drop 2 . snd $ Text.breakOn "//" doc ) )+  _ <- many comment+  typedefs <- many do     keyword "typedef"     ty <- cTypeName     enumName <- identifier     reservedSymbol ';'     doc <- commentText <$> comment+    _ <- many comment     pure ( enumName, ( ty, CommentText <$> Text.drop 2 . snd $ Text.breakOn "//" doc ) )   -- Stopping after simple structs and enums for now.-  pure ( HashMap.fromList structs, HashMap.fromList enums )+  pure ( HashMap.fromList structs, HashMap.fromList (enums <> typedefs) )  cTypeName :: MonadParsec e [Tok] m => m TH.Name cTypeName = keyword "int" $> ''CInt@@ -200,6 +216,7 @@     keyword "enum"     pure inlineDocs   fullEnumName <- identifier+  _ <- try $ (symbol ":" >> cTypeName >> pure ()) <|> pure ()   let     enumName :: Text     enumName = Text.dropWhileEnd ( == '_' ) fullEnumName@@ -207,7 +224,7 @@     enumTypeName = ()   ( underlyingType, forwardDoc ) <- case HashMap.lookup enumName enumNamesAndTypes of     Just res -> pure res-    Nothing  -> customFailure ( MissingForwardDeclaration { enumName } )+    Nothing  -> customFailure ( MissingForwardDeclaration { enumName, library=enumNamesAndTypes } )   let     docs :: [Comment]     docs = forwardDoc : CommentText "" : inlineDocs
imgui/LICENSE.txt view
@@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2014-2022 Omar Cornut+Copyright (c) 2014-2023 Omar Cornut  Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal
imgui/backends/imgui_impl_allegro5.h view
@@ -17,6 +17,7 @@  #pragma once #include "imgui.h"      // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE  struct ALLEGRO_DISPLAY; union ALLEGRO_EVENT;@@ -30,3 +31,5 @@ // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API bool     ImGui_ImplAllegro5_CreateDeviceObjects(); IMGUI_IMPL_API void     ImGui_ImplAllegro5_InvalidateDeviceObjects();++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_android.h view
@@ -3,6 +3,7 @@  // Implemented features: //  [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 AKEYCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. // Missing features: //  [ ] Platform: Clipboard support. //  [ ] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.@@ -18,6 +19,8 @@ // Read online: https://github.com/ocornut/imgui/tree/master/docs  #pragma once+#include "imgui.h"      // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE  struct ANativeWindow; struct AInputEvent;@@ -26,3 +29,5 @@ IMGUI_IMPL_API int32_t  ImGui_ImplAndroid_HandleInputEvent(AInputEvent* input_event); IMGUI_IMPL_API void     ImGui_ImplAndroid_Shutdown(); IMGUI_IMPL_API void     ImGui_ImplAndroid_NewFrame();++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_dx10.h view
@@ -2,16 +2,17 @@ // This needs to be used along with a Platform Backend (e.g. Win32)  // Implemented features:-//  [X] Renderer: User texture backend. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!-//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.+//  [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// 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+#ifndef IMGUI_DISABLE  struct ID3D10Device; @@ -23,3 +24,5 @@ // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void     ImGui_ImplDX10_InvalidateDeviceObjects(); IMGUI_IMPL_API bool     ImGui_ImplDX10_CreateDeviceObjects();++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_dx11.h view
@@ -3,15 +3,16 @@  // Implemented features: //  [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID!-//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// 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+#ifndef IMGUI_DISABLE  struct ID3D11Device; struct ID3D11DeviceContext;@@ -24,3 +25,5 @@ // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void     ImGui_ImplDX11_InvalidateDeviceObjects(); IMGUI_IMPL_API bool     ImGui_ImplDX11_CreateDeviceObjects();++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_dx12.h view
@@ -3,7 +3,7 @@  // Implemented features: //  [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID!-//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.  // Important: to compile on 32-bit systems, this backend requires code to be compiled with '#define ImTextureID ImU64'. // See imgui_impl_dx12.cpp file for details.@@ -15,6 +15,7 @@  #pragma once #include "imgui.h"      // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE #include <dxgiformat.h> // DXGI_FORMAT  struct ID3D12Device;@@ -36,3 +37,5 @@ // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void     ImGui_ImplDX12_InvalidateDeviceObjects(); IMGUI_IMPL_API bool     ImGui_ImplDX12_CreateDeviceObjects();++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_dx9.h view
@@ -3,15 +3,16 @@  // Implemented features: //  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!-//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// 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+#ifndef IMGUI_DISABLE  struct IDirect3DDevice9; @@ -23,3 +24,5 @@ // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API bool     ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API void     ImGui_ImplDX9_InvalidateDeviceObjects();++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_glfw.cpp view
@@ -1,10 +1,11 @@ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)-// (Requires: GLFW 3.1+)+// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.)  // Implemented features: //  [X] Platform: Clipboard support.+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). //  [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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).@@ -16,10 +17,22 @@  // CHANGELOG // (minor and older changes stripped away, please see git history for details)+//  2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609)+//  2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491)+//  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702)+//  2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034)+//  2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240)+//  2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096)+//  2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty.+//  2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908)+//  2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785)+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).+//  2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18. //  2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. //  2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. //  2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend.-//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. //  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. //  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). //  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.@@ -52,6 +65,7 @@ //  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.  #include "imgui.h"+#ifndef IMGUI_DISABLE #include "imgui_impl_glfw.h"  // Clang warnings with -Weverything@@ -59,25 +73,36 @@ #pragma clang diagnostic push #pragma clang diagnostic ignored "-Wold-style-cast"     // warning: use of old-style cast #pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness-#if __has_warning("-Wzero-as-null-pointer-constant")-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" #endif-#endif  // GLFW #include <GLFW/glfw3.h>+ #ifdef _WIN32 #undef APIENTRY #define GLFW_EXPOSE_NATIVE_WIN32-#include <GLFW/glfw3native.h>   // for glfwGetWin32Window+#include <GLFW/glfw3native.h>   // for glfwGetWin32Window() #endif-#ifdef GLFW_RESIZE_NESW_CURSOR        // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?-#define GLFW_HAS_NEW_CURSORS          (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR+#ifdef __APPLE__+#define GLFW_EXPOSE_NATIVE_COCOA+#include <GLFW/glfw3native.h>   // for glfwGetCocoaWindow()+#endif++#ifdef __EMSCRIPTEN__+#include <emscripten.h>+#include <emscripten/html5.h>+#endif++// We gather version tests as define in order to easily see which features are version-dependent.+#define GLFW_VERSION_COMBINED           (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION)+#ifdef GLFW_RESIZE_NESW_CURSOR          // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released?+#define GLFW_HAS_NEW_CURSORS            (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR #else-#define GLFW_HAS_NEW_CURSORS          (0)+#define GLFW_HAS_NEW_CURSORS            (0) #endif-#define GLFW_HAS_GAMEPAD_API          (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api-#define GLFW_HAS_GET_KEY_NAME         (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName()+#define GLFW_HAS_GAMEPAD_API            (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api+#define GLFW_HAS_GETKEYNAME             (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName()+#define GLFW_HAS_GETERROR               (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError()  // GLFW data enum GlfwClientApi@@ -96,6 +121,7 @@     GLFWcursor*             MouseCursors[ImGuiMouseCursor_COUNT];     ImVec2                  LastValidMousePos;     bool                    InstalledCallbacks;+    bool                    CallbacksChainForAllWindows;      // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.     GLFWwindowfocusfun      PrevUserCallbackWindowFocus;@@ -106,6 +132,9 @@     GLFWkeyfun              PrevUserCallbackKey;     GLFWcharfun             PrevUserCallbackChar;     GLFWmonitorfun          PrevUserCallbackMonitor;+#ifdef _WIN32+    WNDPROC                 GlfwWndProc;+#endif      ImGui_ImplGlfw_Data()   { memset((void*)this, 0, sizeof(*this)); } };@@ -119,7 +148,7 @@ // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() {-    return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;+    return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; }  // Functions@@ -246,35 +275,30 @@     } } -static int ImGui_ImplGlfw_KeyToModifier(int key)+// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW+// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630+static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) {-    if (key == GLFW_KEY_LEFT_CONTROL || key == GLFW_KEY_RIGHT_CONTROL)-        return GLFW_MOD_CONTROL;-    if (key == GLFW_KEY_LEFT_SHIFT || key == GLFW_KEY_RIGHT_SHIFT)-        return GLFW_MOD_SHIFT;-    if (key == GLFW_KEY_LEFT_ALT || key == GLFW_KEY_RIGHT_ALT)-        return GLFW_MOD_ALT;-    if (key == GLFW_KEY_LEFT_SUPER || key == GLFW_KEY_RIGHT_SUPER)-        return GLFW_MOD_SUPER;-    return 0;+    ImGuiIO& io = ImGui::GetIO();+    io.AddKeyEvent(ImGuiMod_Ctrl,  (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS));+    io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT)   == GLFW_PRESS));+    io.AddKeyEvent(ImGuiMod_Alt,   (glfwGetKey(window, GLFW_KEY_LEFT_ALT)     == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT)     == GLFW_PRESS));+    io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER)   == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER)   == GLFW_PRESS)); } -static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods)+static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) {-    ImGuiIO& io = ImGui::GetIO();-    io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0);-    io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0);-    io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0);-    io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0);+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+    return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); }  void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) {     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();-    if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window)+    if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))         bd->PrevUserCallbackMousebutton(window, button, action, mods); -    ImGui_ImplGlfw_UpdateKeyModifiers(mods);+    ImGui_ImplGlfw_UpdateKeyModifiers(window);      ImGuiIO& io = ImGui::GetIO();     if (button >= 0 && button < ImGuiMouseButton_COUNT)@@ -284,16 +308,21 @@ void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) {     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();-    if (bd->PrevUserCallbackScroll != NULL && window == bd->Window)+    if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))         bd->PrevUserCallbackScroll(window, xoffset, yoffset); +#ifdef __EMSCRIPTEN__+    // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback().+    return;+#endif+     ImGuiIO& io = ImGui::GetIO();     io.AddMouseWheelEvent((float)xoffset, (float)yoffset); }  static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) {-#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__)+#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__)     // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult.     // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently)     // See https://github.com/glfw/glfw/issues/1502 for details.@@ -301,7 +330,12 @@     // This won't cover edge cases but this is at least going to cover common cases.     if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)         return key;+    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);     const char* key_name = glfwGetKeyName(key, scancode);+    glfwSetErrorCallback(prev_error_callback);+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)+    (void)glfwGetError(nullptr);+#endif     if (key_name && key_name[0] != 0 && key_name[1] == 0)     {         const char char_names[] = "`-=[]\\,;\'./";@@ -322,16 +356,13 @@ void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) {     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();-    if (bd->PrevUserCallbackKey != NULL && window == bd->Window)+    if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))         bd->PrevUserCallbackKey(window, keycode, scancode, action, mods);      if (action != GLFW_PRESS && action != GLFW_RELEASE)         return; -    // Workaround: X11 does not include current pressed/released modifier key in 'mods' flags. https://github.com/glfw/glfw/issues/1630-    if (int keycode_to_mod = ImGui_ImplGlfw_KeyToModifier(keycode))-        mods = (action == GLFW_PRESS) ? (mods | keycode_to_mod) : (mods & ~keycode_to_mod);-    ImGui_ImplGlfw_UpdateKeyModifiers(mods);+    ImGui_ImplGlfw_UpdateKeyModifiers(window);      keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); @@ -344,7 +375,7 @@ void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) {     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();-    if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window)+    if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))         bd->PrevUserCallbackWindowFocus(window, focused);      ImGuiIO& io = ImGui::GetIO();@@ -354,7 +385,7 @@ void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) {     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();-    if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window)+    if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))         bd->PrevUserCallbackCursorPos(window, x, y);      ImGuiIO& io = ImGui::GetIO();@@ -367,7 +398,7 @@ void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) {     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();-    if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window)+    if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))         bd->PrevUserCallbackCursorEnter(window, entered);      ImGuiIO& io = ImGui::GetIO();@@ -379,7 +410,7 @@     else if (!entered && bd->MouseWindow == window)     {         bd->LastValidMousePos = io.MousePos;-        bd->MouseWindow = NULL;+        bd->MouseWindow = nullptr;         io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);     } }@@ -387,7 +418,7 @@ void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) {     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();-    if (bd->PrevUserCallbackChar != NULL && window == bd->Window)+    if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window))         bd->PrevUserCallbackChar(window, c);      ImGuiIO& io = ImGui::GetIO();@@ -399,6 +430,53 @@ 	// Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. } +#ifdef __EMSCRIPTEN__+static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*)+{+    // Mimic Emscripten_HandleWheel() in SDL.+    // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096+    float multiplier = 0.0f;+    if (ev->deltaMode == DOM_DELTA_PIXEL)       { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step.+    else if (ev->deltaMode == DOM_DELTA_LINE)   { multiplier = 1.0f / 3.0f; }   // 3 lines make up a step.+    else if (ev->deltaMode == DOM_DELTA_PAGE)   { multiplier = 80.0f; }         // A page makes up 80 steps.+    float wheel_x = ev->deltaX * -multiplier;+    float wheel_y = ev->deltaY * -multiplier;+    ImGuiIO& io = ImGui::GetIO();+    io.AddMouseWheelEvent(wheel_x, wheel_y);+    //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y);+    return EM_TRUE;+}+#endif++#ifdef _WIN32+// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen.+// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently.+static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo()+{+    LPARAM extra_info = ::GetMessageExtraInfo();+    if ((extra_info & 0xFFFFFF80) == 0xFF515700)+        return ImGuiMouseSource_Pen;+    if ((extra_info & 0xFFFFFF80) == 0xFF515780)+        return ImGuiMouseSource_TouchScreen;+    return ImGuiMouseSource_Mouse;+}+static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)+{+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+    switch (msg)+    {+    case WM_MOUSEMOVE: case WM_NCMOUSEMOVE:+    case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP:+    case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP:+    case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP:+    case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP:+        ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo());+        break;+    }+    return ::CallWindowProc(bd->GlfwWndProc, hWnd, msg, wParam, lParam);+}+#endif+ void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) {     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();@@ -431,20 +509,31 @@     glfwSetCharCallback(window, bd->PrevUserCallbackChar);     glfwSetMonitorCallback(bd->PrevUserCallbackMonitor);     bd->InstalledCallbacks = false;-    bd->PrevUserCallbackWindowFocus = NULL;-    bd->PrevUserCallbackCursorEnter = NULL;-    bd->PrevUserCallbackCursorPos = NULL;-    bd->PrevUserCallbackMousebutton = NULL;-    bd->PrevUserCallbackScroll = NULL;-    bd->PrevUserCallbackKey = NULL;-    bd->PrevUserCallbackChar = NULL;-    bd->PrevUserCallbackMonitor = NULL;+    bd->PrevUserCallbackWindowFocus = nullptr;+    bd->PrevUserCallbackCursorEnter = nullptr;+    bd->PrevUserCallbackCursorPos = nullptr;+    bd->PrevUserCallbackMousebutton = nullptr;+    bd->PrevUserCallbackScroll = nullptr;+    bd->PrevUserCallbackKey = nullptr;+    bd->PrevUserCallbackChar = nullptr;+    bd->PrevUserCallbackMonitor = nullptr; } +// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user.+// This is 'false' by default meaning we only chain callbacks for the main viewport.+// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback.+// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter.+void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows)+{+    ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();+    bd->CallbacksChainForAllWindows = chain_for_all_windows;+}+ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) {     ImGuiIO& io = ImGui::GetIO();-    IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");+    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");+    //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED);      // Setup backend capabilities flags     ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)();@@ -460,16 +549,11 @@     io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText;     io.ClipboardUserData = bd->Window; -    // Set platform dependent data in viewport-#if defined(_WIN32)-    ImGui::GetMainViewport()->PlatformHandleRaw = (void*)glfwGetWin32Window(bd->Window);-#endif-     // Create mouse cursors     // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist,     // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting.-    // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.)-    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL);+    // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.)+    GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr);     bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);     bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);     bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR);@@ -487,11 +571,37 @@     bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); #endif     glfwSetErrorCallback(prev_error_callback);+#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908)+    (void)glfwGetError(nullptr);+#endif      // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any.     if (install_callbacks)         ImGui_ImplGlfw_InstallCallbacks(window);+    // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096)+    // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves.+    // FIXME: May break chaining in case user registered their own Emscripten callback?+#ifdef __EMSCRIPTEN__+    emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback);+#endif +    // Set platform dependent data in viewport+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();+#ifdef _WIN32+    main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window);+#elif defined(__APPLE__)+    main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window);+#else+    IM_UNUSED(main_viewport);+#endif++    // Windows: register a WndProc hook so we can intercept some messages.+#ifdef _WIN32+    bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC);+    IM_ASSERT(bd->GlfwWndProc != nullptr);+    ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc);+#endif+     bd->ClientApi = client_api;     return true; }@@ -514,7 +624,7 @@ void ImGui_ImplGlfw_Shutdown() {     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();-    IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");+    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");     ImGuiIO& io = ImGui::GetIO();      if (bd->InstalledCallbacks)@@ -523,8 +633,16 @@     for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)         glfwDestroyCursor(bd->MouseCursors[cursor_n]); -    io.BackendPlatformName = NULL;-    io.BackendPlatformUserData = NULL;+    // Windows: register a WndProc hook so we can intercept some messages.+#ifdef _WIN32+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();+    ::SetWindowLongPtr((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc);+    bd->GlfwWndProc = nullptr;+#endif++    io.BackendPlatformName = nullptr;+    io.BackendPlatformUserData = nullptr;+    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);     IM_DELETE(bd); } @@ -533,24 +651,30 @@     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();     ImGuiIO& io = ImGui::GetIO(); ++    // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)+    {+        GLFWwindow* window = bd->Window;+ #ifdef __EMSCRIPTEN__-    const bool is_app_focused = true;+        const bool is_window_focused = true; #else-    const bool is_app_focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0;+        const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; #endif-    if (is_app_focused)-    {-        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)-        if (io.WantSetMousePos)-            glfwSetCursorPos(bd->Window, (double)io.MousePos.x, (double)io.MousePos.y);--        // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)-        if (is_app_focused && bd->MouseWindow == NULL)+        if (is_window_focused)         {-            double mouse_x, mouse_y;-            glfwGetCursorPos(bd->Window, &mouse_x, &mouse_y);-            io.AddMousePosEvent((float)mouse_x, (float)mouse_y);-            bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);+            // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)+            if (io.WantSetMousePos)+                glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y);++            // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured)+            if (bd->MouseWindow == nullptr)+            {+                double mouse_x, mouse_y;+                glfwGetCursorPos(window, &mouse_x, &mouse_y);+                bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y);+                io.AddMousePosEvent((float)mouse_x, (float)mouse_y);+            }         }     } }@@ -563,17 +687,21 @@         return;      ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();-    if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)-    {-        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor-        glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);-    }-    else+    // (those braces are here to reduce diff with multi-viewports support in 'docking' branch)     {-        // Show OS mouse cursor-        // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.-        glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);-        glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);+        GLFWwindow* window = bd->Window;+        if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor)+        {+            // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor+            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN);+        }+        else+        {+            // Show OS mouse cursor+            // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here.+            glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);+            glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL);+        }     } } @@ -582,11 +710,11 @@ static void ImGui_ImplGlfw_UpdateGamepads() {     ImGuiIO& io = ImGui::GetIO();-    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)+    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.         return;      io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;-#if GLFW_HAS_GAMEPAD_API+#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__)     GLFWgamepadstate gamepad;     if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad))         return;@@ -604,10 +732,10 @@     io.BackendFlags |= ImGuiBackendFlags_HasGamepad;     MAP_BUTTON(ImGuiKey_GamepadStart,       GLFW_GAMEPAD_BUTTON_START,          7);     MAP_BUTTON(ImGuiKey_GamepadBack,        GLFW_GAMEPAD_BUTTON_BACK,           6);-    MAP_BUTTON(ImGuiKey_GamepadFaceDown,    GLFW_GAMEPAD_BUTTON_A,              0);     // Xbox A, PS Cross-    MAP_BUTTON(ImGuiKey_GamepadFaceRight,   GLFW_GAMEPAD_BUTTON_B,              1);     // Xbox B, PS Circle     MAP_BUTTON(ImGuiKey_GamepadFaceLeft,    GLFW_GAMEPAD_BUTTON_X,              2);     // Xbox X, PS Square+    MAP_BUTTON(ImGuiKey_GamepadFaceRight,   GLFW_GAMEPAD_BUTTON_B,              1);     // Xbox B, PS Circle     MAP_BUTTON(ImGuiKey_GamepadFaceUp,      GLFW_GAMEPAD_BUTTON_Y,              3);     // Xbox Y, PS Triangle+    MAP_BUTTON(ImGuiKey_GamepadFaceDown,    GLFW_GAMEPAD_BUTTON_A,              0);     // Xbox A, PS Cross     MAP_BUTTON(ImGuiKey_GamepadDpadLeft,    GLFW_GAMEPAD_BUTTON_DPAD_LEFT,      13);     MAP_BUTTON(ImGuiKey_GamepadDpadRight,   GLFW_GAMEPAD_BUTTON_DPAD_RIGHT,     11);     MAP_BUTTON(ImGuiKey_GamepadDpadUp,      GLFW_GAMEPAD_BUTTON_DPAD_UP,        10);@@ -634,7 +762,7 @@ {     ImGuiIO& io = ImGui::GetIO();     ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData();-    IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?");+    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?");      // Setup display size (every frame to accommodate for window resizing)     int w, h;@@ -646,7 +774,10 @@         io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h);      // Setup time step+    // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644)     double current_time = glfwGetTime();+    if (current_time <= bd->Time)+        current_time = bd->Time + 0.00001f;     io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f);     bd->Time = current_time; @@ -657,6 +788,10 @@     ImGui_ImplGlfw_UpdateGamepads(); } +//-----------------------------------------------------------------------------+ #if defined(__clang__) #pragma clang diagnostic pop #endif++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_glfw.h view
@@ -4,6 +4,7 @@  // Implemented features: //  [X] Platform: Clipboard support.+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). //  [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 GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] //  [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+).@@ -13,12 +14,9 @@ // 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 defaults to "#version 150" if NULL.-// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure!- #pragma once #include "imgui.h"      // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE  struct GLFWwindow; struct GLFWmonitor;@@ -29,13 +27,17 @@ IMGUI_IMPL_API void     ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void     ImGui_ImplGlfw_NewFrame(); -// GLFW callbacks (installer)+// GLFW callbacks install // - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. IMGUI_IMPL_API void     ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); IMGUI_IMPL_API void     ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); -// GLFW callbacks (individual callbacks to call if you didn't install callbacks)+// GFLW callbacks options:+// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)+IMGUI_IMPL_API void     ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);++// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks) IMGUI_IMPL_API void     ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused);        // Since 1.84 IMGUI_IMPL_API void     ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered);        // Since 1.84 IMGUI_IMPL_API void     ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y);   // Since 1.87@@ -44,3 +46,5 @@ IMGUI_IMPL_API void     ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); IMGUI_IMPL_API void     ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void     ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_glut.h view
@@ -9,6 +9,7 @@ //  [X] Platform: Partial 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 GLUT values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // Issues: //  [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I+//  [ ] Platform: Missing horizontal mouse wheel support. //  [ ] Platform: Missing mouse cursor shape/visibility support. //  [ ] Platform: Missing clipboard support (not supported by Glut). //  [ ] Platform: Missing gamepad support.@@ -19,6 +20,7 @@ // Read online: https://github.com/ocornut/imgui/tree/master/docs  #pragma once+#ifndef IMGUI_DISABLE #include "imgui.h"      // IMGUI_IMPL_API  IMGUI_IMPL_API bool     ImGui_ImplGLUT_Init();@@ -28,7 +30,7 @@  // You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically, // or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency..-//---------------------------------------- GLUT name --------------------------------------------- Decent Name ---------+//------------------------------------ GLUT name ---------------------------------------------- Decent Name --------- IMGUI_IMPL_API void     ImGui_ImplGLUT_ReshapeFunc(int w, int h);                           // ~ ResizeFunc IMGUI_IMPL_API void     ImGui_ImplGLUT_MotionFunc(int x, int y);                            // ~ MouseMoveFunc IMGUI_IMPL_API void     ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y);      // ~ MouseButtonFunc@@ -37,3 +39,5 @@ IMGUI_IMPL_API void     ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y);       // ~ CharReleasedFunc IMGUI_IMPL_API void     ImGui_ImplGLUT_SpecialFunc(int key, int x, int y);                  // ~ KeyPressedFunc IMGUI_IMPL_API void     ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y);                // ~ KeyReleasedFunc++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_metal.h view
@@ -3,14 +3,15 @@  // Implemented features: //  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!-//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// 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  #include "imgui.h"      // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE  //----------------------------------------------------------------------------- // ObjC API@@ -44,9 +45,7 @@ // More info about using Metal from C++: https://developer.apple.com/metal/cpp/  #ifdef IMGUI_IMPL_METAL_CPP- #include <Metal/Metal.hpp>- #ifndef __OBJC__  IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device);@@ -63,5 +62,8 @@ IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects();  #endif- #endif++//-----------------------------------------------------------------------------++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_metal.mm view
@@ -3,7 +3,7 @@  // Implemented features: //  [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID!-//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.  // 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.@@ -12,6 +12,9 @@  // CHANGELOG // (minor and older changes stripped away, please see git history for details)+//  2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'.+//  2022-07-05: Metal: Add dispatch synchronization.+//  2022-06-30: Metal: Use __bridge for ARC based systems. //  2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler. //  2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. //  2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code).@@ -27,6 +30,7 @@ //  2018-07-05: Metal: Added new Metal backend implementation.  #include "imgui.h"+#ifndef IMGUI_DISABLE #include "imgui_impl_metal.h" #import <time.h> #import <Metal/Metal.h>@@ -67,16 +71,16 @@  struct ImGui_ImplMetal_Data {-    MetalContext*            SharedMetalContext;+    MetalContext*               SharedMetalContext; -    ImGui_ImplMetal_Data()  { memset(this, 0, sizeof(*this)); }+    ImGui_ImplMetal_Data()      { memset(this, 0, sizeof(*this)); } }; -static ImGui_ImplMetal_Data*     ImGui_ImplMetal_CreateBackendData()  { return IM_NEW(ImGui_ImplMetal_Data)(); }-static ImGui_ImplMetal_Data*     ImGui_ImplMetal_GetBackendData()     { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : NULL; }-static void                      ImGui_ImplMetal_DestroyBackendData() { IM_DELETE(ImGui_ImplMetal_GetBackendData()); }+static ImGui_ImplMetal_Data*    ImGui_ImplMetal_CreateBackendData() { return IM_NEW(ImGui_ImplMetal_Data)(); }+static ImGui_ImplMetal_Data*    ImGui_ImplMetal_GetBackendData()    { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }+static void                     ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); } -static inline CFTimeInterval     GetMachAbsoluteTimeInSeconds()       { return static_cast<CFTimeInterval>(static_cast<double>(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); }+static inline CFTimeInterval    GetMachAbsoluteTimeInSeconds()      { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }  #ifdef IMGUI_IMPL_METAL_CPP @@ -84,12 +88,12 @@  bool ImGui_ImplMetal_Init(MTL::Device* device) {-    return ImGui_ImplMetal_Init((id<MTLDevice>)(device));+    return ImGui_ImplMetal_Init((__bridge id<MTLDevice>)(device)); }  void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor) {-    ImGui_ImplMetal_NewFrame((MTLRenderPassDescriptor*)(renderPassDescriptor));+    ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor)); }  void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data,@@ -97,19 +101,19 @@                                     MTL::RenderCommandEncoder* commandEncoder) {     ImGui_ImplMetal_RenderDrawData(draw_data,-                                   (id<MTLCommandBuffer>)(commandBuffer),-                                   (id<MTLRenderCommandEncoder>)(commandEncoder));+                                   (__bridge id<MTLCommandBuffer>)(commandBuffer),+                                   (__bridge id<MTLRenderCommandEncoder>)(commandEncoder));  }  bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) {-    return ImGui_ImplMetal_CreateFontsTexture((id<MTLDevice>)(device));+    return ImGui_ImplMetal_CreateFontsTexture((__bridge id<MTLDevice>)(device)); }  bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) {-    return ImGui_ImplMetal_CreateDeviceObjects((id<MTLDevice>)(device));+    return ImGui_ImplMetal_CreateDeviceObjects((__bridge id<MTLDevice>)(device)); }  #endif // #ifdef IMGUI_IMPL_METAL_CPP@@ -132,8 +136,15 @@  void ImGui_ImplMetal_Shutdown() {+    ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");     ImGui_ImplMetal_DestroyDeviceObjects();     ImGui_ImplMetal_DestroyBackendData();++    ImGuiIO& io = ImGui::GetIO();+    io.BackendRendererName = nullptr;+    io.BackendRendererUserData = nullptr;+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; }  void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor)@@ -294,10 +305,13 @@     {         dispatch_async(dispatch_get_main_queue(), ^{             ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();-            if (bd != NULL)+            if (bd != nullptr)             {-                [bd->SharedMetalContext.bufferCache addObject:vertexBuffer];-                [bd->SharedMetalContext.bufferCache addObject:indexBuffer];+                @synchronized(bd->SharedMetalContext.bufferCache)+                {+                    [bd->SharedMetalContext.bufferCache addObject:vertexBuffer];+                    [bd->SharedMetalContext.bufferCache addObject:indexBuffer];+                }             }         });     }];@@ -338,7 +352,7 @@     ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData();     ImGuiIO& io = ImGui::GetIO();     bd->SharedMetalContext.fontTexture = nil;-    io.Fonts->SetTexID(nullptr);+    io.Fonts->SetTexID(0); }  bool ImGui_ImplMetal_CreateDeviceObjects(id<MTLDevice> device)@@ -429,8 +443,8 @@ {     if ((self = [super init]))     {-        _renderPipelineStateCache = [NSMutableDictionary dictionary];-        _bufferCache = [NSMutableArray array];+        self.renderPipelineStateCache = [NSMutableDictionary dictionary];+        self.bufferCache = [NSMutableArray array];         _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds();     }     return self;@@ -440,28 +454,31 @@ {     uint64_t now = GetMachAbsoluteTimeInSeconds(); -    // Purge old buffers that haven't been useful for a while-    if (now - self.lastBufferCachePurge > 1.0)+    @synchronized(self.bufferCache)     {-        NSMutableArray* survivors = [NSMutableArray array];-        for (MetalBuffer* candidate in self.bufferCache)-            if (candidate.lastReuseTime > self.lastBufferCachePurge)-                [survivors addObject:candidate];-        self.bufferCache = [survivors mutableCopy];-        self.lastBufferCachePurge = now;-    }+        // Purge old buffers that haven't been useful for a while+        if (now - self.lastBufferCachePurge > 1.0)+        {+            NSMutableArray* survivors = [NSMutableArray array];+            for (MetalBuffer* candidate in self.bufferCache)+                if (candidate.lastReuseTime > self.lastBufferCachePurge)+                    [survivors addObject:candidate];+            self.bufferCache = [survivors mutableCopy];+            self.lastBufferCachePurge = now;+        } -    // See if we have a buffer we can reuse-    MetalBuffer* bestCandidate = nil;-    for (MetalBuffer* candidate in self.bufferCache)-        if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))-            bestCandidate = candidate;+        // See if we have a buffer we can reuse+        MetalBuffer* bestCandidate = nil;+        for (MetalBuffer* candidate in self.bufferCache)+            if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime))+                bestCandidate = candidate; -    if (bestCandidate != nil)-    {-        [self.bufferCache removeObject:bestCandidate];-        bestCandidate.lastReuseTime = now;-        return bestCandidate;+        if (bestCandidate != nil)+        {+            [self.bufferCache removeObject:bestCandidate];+            bestCandidate.lastReuseTime = now;+            return bestCandidate;+        }     }      // No luck; make a new buffer@@ -544,7 +561,7 @@     pipelineDescriptor.vertexFunction = vertexFunction;     pipelineDescriptor.fragmentFunction = fragmentFunction;     pipelineDescriptor.vertexDescriptor = vertexDescriptor;-    pipelineDescriptor.sampleCount = self.framebufferDescriptor.sampleCount;+    pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount;     pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat;     pipelineDescriptor.colorAttachments[0].blendingEnabled = YES;     pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd;@@ -564,3 +581,7 @@ }  @end++//-----------------------------------------------------------------------------++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_opengl2.cpp view
@@ -19,6 +19,7 @@  // CHANGELOG // (minor and older changes stripped away, please see git history for details)+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. //  2021-12-08: OpenGL: Fixed mishandling of the the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). //  2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)@@ -36,11 +37,15 @@ //  2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle.  #include "imgui.h"+#ifndef IMGUI_DISABLE #include "imgui_impl_opengl2.h"-#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier-#include <stddef.h>     // intptr_t-#else #include <stdint.h>     // intptr_t++// Clang/GCC warnings with -Weverything+#if defined(__clang__)+#pragma clang diagnostic push+#pragma clang diagnostic ignored "-Wunused-macros"                      // warning: macro is not used+#pragma clang diagnostic ignored "-Wnonportable-system-include-path" #endif  // Include OpenGL header (without an OpenGL loader) requires a bit of fiddling@@ -68,14 +73,14 @@ // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() {-    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : NULL;+    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }  // Functions bool    ImGui_ImplOpenGL2_Init() {     ImGuiIO& io = ImGui::GetIO();-    IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");      // Setup backend capabilities flags     ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)();@@ -88,19 +93,19 @@ void    ImGui_ImplOpenGL2_Shutdown() {     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();-    IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");     ImGuiIO& io = ImGui::GetIO();      ImGui_ImplOpenGL2_DestroyDeviceObjects();-    io.BackendRendererName = NULL;-    io.BackendRendererUserData = NULL;+    io.BackendRendererName = nullptr;+    io.BackendRendererUserData = nullptr;     IM_DELETE(bd); }  void    ImGui_ImplOpenGL2_NewFrame() {     ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData();-    IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL2_Init()?");+    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL2_Init()?");      if (!bd->FontTexture)         ImGui_ImplOpenGL2_CreateDeviceObjects();@@ -208,7 +213,7 @@                     continue;                  // Apply scissor/clipping rectangle (Y is inverted in OpenGL)-                glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));+                glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));                  // Bind texture, Draw                 glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());@@ -284,3 +289,11 @@ {     ImGui_ImplOpenGL2_DestroyFontsTexture(); }++//-----------------------------------------------------------------------------++#if defined(__clang__)+#pragma clang diagnostic pop+#endif++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_opengl2.h view
@@ -4,7 +4,7 @@ // Implemented features: //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// 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@@ -19,6 +19,7 @@  #pragma once #include "imgui.h"      // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE  IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_Init(); IMGUI_IMPL_API void     ImGui_ImplOpenGL2_Shutdown();@@ -30,3 +31,5 @@ IMGUI_IMPL_API void     ImGui_ImplOpenGL2_DestroyFontsTexture(); IMGUI_IMPL_API bool     ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API void     ImGui_ImplOpenGL2_DestroyDeviceObjects();++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_opengl3.cpp view
@@ -5,8 +5,13 @@  // Implemented features: //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!-//  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.+//  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// About WebGL/ES:+// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.+// - This is done automatically on iOS, Android and Emscripten targets.+// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.+ // 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.@@ -14,8 +19,17 @@  // CHANGELOG // (minor and older changes stripped away, please see git history for details)+//  2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333)+//  2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375)+//  2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333)+//  2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224)+//  2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530)+//  2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224)+//  2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes).+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.+//  2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'. //  2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127).-//  2022-05-13: OpenGL: Fix state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states.+//  2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. //  2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. //  2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. //  2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader.@@ -56,7 +70,7 @@ //  2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. //  2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. //  2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state.-//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer.+//  2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. //  2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". //  2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself.@@ -90,25 +104,28 @@ #endif  #include "imgui.h"+#ifndef IMGUI_DISABLE #include "imgui_impl_opengl3.h" #include <stdio.h>-#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier-#include <stddef.h>     // intptr_t-#else #include <stdint.h>     // intptr_t-#endif #if defined(__APPLE__) #include <TargetConditionals.h> #endif -// Clang warnings with -Weverything+// Clang/GCC warnings with -Weverything #if defined(__clang__) #pragma clang diagnostic push-#pragma clang diagnostic ignored "-Wold-style-cast"     // warning: use of old-style cast-#pragma clang diagnostic ignored "-Wsign-conversion"    // warning: implicit conversion changes signedness-#if __has_warning("-Wzero-as-null-pointer-constant")-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"+#pragma clang diagnostic ignored "-Wold-style-cast"         // warning: use of old-style cast+#pragma clang diagnostic ignored "-Wsign-conversion"        // warning: implicit conversion changes signedness+#pragma clang diagnostic ignored "-Wunused-macros"          // warning: macro is not used+#pragma clang diagnostic ignored "-Wnonportable-system-include-path"+#pragma clang diagnostic ignored "-Wcast-function-type"     // warning: cast between incompatible function types (for loader) #endif+#if defined(__GNUC__)+#pragma GCC diagnostic push+#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind+#pragma GCC diagnostic ignored "-Wunknown-warning-option"   // warning: unknown warning group 'xxx'+#pragma GCC diagnostic ignored "-Wcast-function-type"       // warning: cast between incompatible function types (for loader) #endif  // GL includes@@ -163,8 +180,8 @@ #define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET #endif -// Desktop GL 3.3+ has glBindSampler()-#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3)+// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler()+#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3)) #define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER #endif @@ -178,11 +195,24 @@ #define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS #endif +// [Debugging]+//#define IMGUI_IMPL_OPENGL_DEBUG+#ifdef IMGUI_IMPL_OPENGL_DEBUG+#include <stdio.h>+#define GL_CALL(_CALL)      do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0)  // Call with error check+#else+#define GL_CALL(_CALL)      _CALL   // Call without error check+#endif+ // OpenGL Data struct ImGui_ImplOpenGL3_Data {     GLuint          GlVersion;               // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2)     char            GlslVersionString[32];   // Specified by user or detected based on compile time GL settings.+    bool            GlProfileIsES2;+    bool            GlProfileIsES3;+    bool            GlProfileIsCompat;+    GLint           GlProfileMask;     GLuint          FontTexture;     GLuint          ShaderHandle;     GLint           AttribLocationTex;       // Uniforms location@@ -203,7 +233,7 @@ // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() {-    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL;+    return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }  // OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only)@@ -234,7 +264,7 @@ bool    ImGui_ImplOpenGL3_Init(const char* glsl_version) {     ImGuiIO& io = ImGui::GetIO();-    IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");      // Initialize our loader #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM)@@ -251,7 +281,12 @@     io.BackendRendererName = "imgui_impl_opengl3";      // Query for GL version (e.g. 320 for GL 3.2)-#if !defined(IMGUI_IMPL_OPENGL_ES2)+#if defined(IMGUI_IMPL_OPENGL_ES2)+    // GLES 2+    bd->GlVersion = 200;+    bd->GlProfileIsES2 = true;+#else+    // Desktop or GLES 3     GLint major = 0;     GLint minor = 0;     glGetIntegerv(GL_MAJOR_VERSION, &major);@@ -263,26 +298,39 @@         sscanf(gl_version, "%d.%d", &major, &minor);     }     bd->GlVersion = (GLuint)(major * 100 + minor * 10);+#if defined(GL_CONTEXT_PROFILE_MASK)+    if (bd->GlVersion >= 320)+        glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask);+    bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0;+#endif +#if defined(IMGUI_IMPL_OPENGL_ES3)+    bd->GlProfileIsES3 = true;+#endif++    bd->UseBufferSubData = false;+    /*     // Query vendor to enable glBufferSubData kludge #ifdef _WIN32     if (const char* vendor = (const char*)glGetString(GL_VENDOR))         if (strncmp(vendor, "Intel", 5) == 0)             bd->UseBufferSubData = true; #endif-    //printf("GL_MAJOR_VERSION = %d\nGL_MINOR_VERSION = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", major, minor, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]-#else-    bd->GlVersion = 200; // GLES 2+    */ #endif +#ifdef IMGUI_IMPL_OPENGL_DEBUG+    printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG]+#endif+ #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET     if (bd->GlVersion >= 320)         io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif      // Store GLSL version string so we can refer to it later in case we recreate shaders.-    // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure.-    if (glsl_version == NULL)+    // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure.+    if (glsl_version == nullptr)     { #if defined(IMGUI_IMPL_OPENGL_ES2)         glsl_version = "#version 100";@@ -311,7 +359,7 @@     for (GLint i = 0; i < num_extensions; i++)     {         const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i);-        if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0)+        if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0)             bd->HasClipOrigin = true;     } #endif@@ -322,19 +370,20 @@ void    ImGui_ImplOpenGL3_Shutdown() {     ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();-    IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");     ImGuiIO& io = ImGui::GetIO();      ImGui_ImplOpenGL3_DestroyDeviceObjects();-    io.BackendRendererName = NULL;-    io.BackendRendererUserData = NULL;+    io.BackendRendererName = nullptr;+    io.BackendRendererUserData = nullptr;+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;     IM_DELETE(bd); }  void    ImGui_ImplOpenGL3_NewFrame() {     ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData();-    IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?");+    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?");      if (!bd->ShaderHandle)         ImGui_ImplOpenGL3_CreateDeviceObjects();@@ -373,7 +422,7 @@      // Setup viewport, orthographic projection matrix     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.-    glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height);+    GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height));     float L = draw_data->DisplayPos.x;     float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;     float T = draw_data->DisplayPos.y;@@ -393,8 +442,8 @@     glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]);  #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER-    if (bd->GlVersion >= 330)-        glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise.+    if (bd->GlVersion >= 330 || bd->GlProfileIsES3)+        glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. #endif      (void)vertex_array_object;@@ -403,14 +452,14 @@ #endif      // Bind vertex/index buffers and setup attributes for ImDrawVert-    glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle);-    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle);-    glEnableVertexAttribArray(bd->AttribLocationVtxPos);-    glEnableVertexAttribArray(bd->AttribLocationVtxUV);-    glEnableVertexAttribArray(bd->AttribLocationVtxColor);-    glVertexAttribPointer(bd->AttribLocationVtxPos,   2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos));-    glVertexAttribPointer(bd->AttribLocationVtxUV,    2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv));-    glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE,  sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col));+    GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle));+    GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle));+    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos));+    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV));+    GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor));+    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos,   2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)));+    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV,    2, GL_FLOAT,         GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)));+    GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col))); }  // OpenGL3 Render function.@@ -432,7 +481,7 @@     GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program);     GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER-    GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; }+    GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif     GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); #ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY@@ -470,7 +519,7 @@     // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound.     GLuint vertex_array_object = 0; #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY-    glGenVertexArrays(1, &vertex_array_object);+    GL_CALL(glGenVertexArrays(1, &vertex_array_object)); #endif     ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); @@ -484,9 +533,13 @@         const ImDrawList* cmd_list = draw_data->CmdLists[n];          // Upload vertex/index buffers-        // - On Intel windows drivers we got reports that regular glBufferData() led to accumulating leaks when using multi-viewports, so we started using orphaning + glBufferSubData(). (See https://github.com/ocornut/imgui/issues/4468)-        // - On NVIDIA drivers we got reports that using orphaning + glBufferSubData() led to glitches when using multi-viewports.-        // - OpenGL drivers are in a very sorry state in 2022, for now we are switching code path based on vendors.+        // - OpenGL drivers are in a very sorry state nowadays....+        //   During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports+        //   of leaks on Intel GPU when using multi-viewports on Windows.+        // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel.+        // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code.+        //   We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path.+        // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues.         const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert);         const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx);         if (bd->UseBufferSubData)@@ -494,26 +547,26 @@             if (bd->VertexBufferSize < vtx_buffer_size)             {                 bd->VertexBufferSize = vtx_buffer_size;-                glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW);+                GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW));             }             if (bd->IndexBufferSize < idx_buffer_size)             {                 bd->IndexBufferSize = idx_buffer_size;-                glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW);+                GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW));             }-            glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data);-            glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data);+            GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data));+            GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data));         }         else         {-            glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW);-            glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW);+            GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW));+            GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW));         }          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)         {             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];-            if (pcmd->UserCallback != NULL)+            if (pcmd->UserCallback != nullptr)             {                 // User callback, registered via ImDrawList::AddCallback()                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)@@ -531,30 +584,31 @@                     continue;                  // Apply scissor/clipping rectangle (Y is inverted in OpenGL)-                glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y));+                GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)));                  // Bind texture, Draw-                glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID());+                GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET                 if (bd->GlVersion >= 320)-                    glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset);+                    GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset));                 else #endif-                glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)));+                GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))));             }         }     }      // Destroy the temporary VAO #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY-    glDeleteVertexArrays(1, &vertex_array_object);+    GL_CALL(glDeleteVertexArrays(1, &vertex_array_object)); #endif      // Restore modified GL state-    glUseProgram(last_program);+    // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220.+    if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program);     glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER-    if (bd->GlVersion >= 330)+    if (bd->GlVersion >= 330 || bd->GlProfileIsES3)         glBindSampler(0, last_sampler); #endif     glActiveTexture(last_active_texture);@@ -580,8 +634,18 @@ #endif  #ifdef IMGUI_IMPL_HAS_POLYGON_MODE-    glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);-#endif+    // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons+    if (bd->GlVersion <= 310 || bd->GlProfileIsCompat)+    {+        glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]);+        glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]);+    }+    else+    {+        glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]);+    }+#endif // IMGUI_IMPL_HAS_POLYGON_MODE+     glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]);     glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]);     (void)bd; // Not all compilation paths use this@@ -600,21 +664,21 @@     // Upload texture to graphics system     // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling)     GLint last_texture;-    glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture);-    glGenTextures(1, &bd->FontTexture);-    glBindTexture(GL_TEXTURE_2D, bd->FontTexture);-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);-    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);+    GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture));+    GL_CALL(glGenTextures(1, &bd->FontTexture));+    GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture));+    GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));+    GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES-    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);+    GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); #endif-    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);+    GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels));      // Store our identifier     io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture);      // Restore state-    glBindTexture(GL_TEXTURE_2D, last_texture);+    GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture));      return true; }@@ -644,7 +708,7 @@     {         ImVector<char> buf;         buf.resize((int)(log_length + 1));-        glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());+        glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());         fprintf(stderr, "%s\n", buf.begin());     }     return (GLboolean)status == GL_TRUE;@@ -663,7 +727,7 @@     {         ImVector<char> buf;         buf.resize((int)(log_length + 1));-        glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin());+        glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin());         fprintf(stderr, "%s\n", buf.begin());     }     return (GLboolean)status == GL_TRUE;@@ -787,8 +851,8 @@         "}\n";      // Select shaders matching our GLSL versions-    const GLchar* vertex_shader = NULL;-    const GLchar* fragment_shader = NULL;+    const GLchar* vertex_shader = nullptr;+    const GLchar* fragment_shader = nullptr;     if (glsl_version < 130)     {         vertex_shader = vertex_shader_glsl_120;@@ -813,13 +877,13 @@     // Create shaders     const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader };     GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER);-    glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL);+    glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr);     glCompileShader(vert_handle);     CheckShader(vert_handle, "vertex shader");      const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader };     GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER);-    glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL);+    glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr);     glCompileShader(frag_handle);     CheckShader(frag_handle, "fragment shader"); @@ -866,6 +930,13 @@     ImGui_ImplOpenGL3_DestroyFontsTexture(); } +//-----------------------------------------------------------------------------++#if defined(__GNUC__)+#pragma GCC diagnostic pop+#endif #if defined(__clang__) #pragma clang diagnostic pop #endif++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_opengl3.h view
@@ -5,23 +5,29 @@  // Implemented features: //  [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID!-//  [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices.+//  [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). +// About WebGL/ES:+// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.+// - This is done automatically on iOS, Android and Emscripten targets.+// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.+ // 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.+//  The 'glsl_version' initialization parameter should be nullptr (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+#ifndef IMGUI_DISABLE  // Backend API-IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL);+IMGUI_IMPL_API bool     ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); IMGUI_IMPL_API void     ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void     ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void     ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);@@ -53,3 +59,5 @@ #endif  #endif++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_opengl3_loader.h view
@@ -9,6 +9,14 @@ // 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. //+// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):+// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h'+// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.+// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)+// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.+// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp+// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.+// // Regenerate with: //   python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt //@@ -146,6 +154,8 @@ #define GL_ONE                            1 #define GL_SRC_ALPHA                      0x0302 #define GL_ONE_MINUS_SRC_ALPHA            0x0303+#define GL_FRONT                          0x0404+#define GL_BACK                           0x0405 #define GL_FRONT_AND_BACK                 0x0408 #define GL_POLYGON_MODE                   0x0B40 #define GL_CULL_FACE                      0x0B44@@ -301,6 +311,7 @@ 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 GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); 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);@@ -326,6 +337,7 @@ 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 GLboolean APIENTRY glIsProgram (GLuint program); 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);@@ -363,6 +375,8 @@ typedef struct __GLsync *GLsync; typedef khronos_uint64_t GLuint64; typedef khronos_int64_t GLint64;+#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002+#define GL_CONTEXT_PROFILE_MASK           0x9126 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@@ -454,7 +468,7 @@  /* gl3w internal state */ union GL3WProcs {-    GL3WglProc ptr[58];+    GL3WglProc ptr[59];     struct {         PFNGLACTIVETEXTUREPROC            ActiveTexture;         PFNGLATTACHSHADERPROC             AttachShader;@@ -501,6 +515,7 @@         PFNGLGETVERTEXATTRIBPOINTERVPROC  GetVertexAttribPointerv;         PFNGLGETVERTEXATTRIBIVPROC        GetVertexAttribiv;         PFNGLISENABLEDPROC                IsEnabled;+        PFNGLISPROGRAMPROC                IsProgram;         PFNGLLINKPROGRAMPROC              LinkProgram;         PFNGLPIXELSTOREIPROC              PixelStorei;         PFNGLPOLYGONMODEPROC              PolygonMode;@@ -565,6 +580,7 @@ #define glGetVertexAttribPointerv         imgl3wProcs.gl.GetVertexAttribPointerv #define glGetVertexAttribiv               imgl3wProcs.gl.GetVertexAttribiv #define glIsEnabled                       imgl3wProcs.gl.IsEnabled+#define glIsProgram                       imgl3wProcs.gl.IsProgram #define glLinkProgram                     imgl3wProcs.gl.LinkProgram #define glPixelStorei                     imgl3wProcs.gl.PixelStorei #define glPolygonMode                     imgl3wProcs.gl.PolygonMode@@ -677,7 +693,13 @@         return GL3W_ERROR_INIT;     glGetIntegerv(GL_MAJOR_VERSION, &version.major);     glGetIntegerv(GL_MINOR_VERSION, &version.minor);-    if (version.major < 3)+    if (version.major == 0 && version.minor == 0)+    {+        // Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"+        if (const char* gl_version = (const char*)glGetString(GL_VERSION))+            sscanf(gl_version, "%d.%d", &version.major, &version.minor);+    }+    if (version.major < 2)         return GL3W_ERROR_OPENGL_VERSION;     return GL3W_OK; }@@ -701,7 +723,7 @@  int imgl3wIsSupported(int major, int minor) {-    if (major < 3)+    if (major < 2)         return 0;     if (version.major == major)         return version.minor >= minor;@@ -756,6 +778,7 @@     "glGetVertexAttribPointerv",     "glGetVertexAttribiv",     "glIsEnabled",+    "glIsProgram",     "glLinkProgram",     "glPixelStorei",     "glPolygonMode",
imgui/backends/imgui_impl_osx.h view
@@ -1,24 +1,48 @@ // dear imgui: Platform Backend for OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)-// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.+// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.+// - Requires linking with the GameController framework ("-framework GameController").  // Implemented features: //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.+//  [X] Platform: Mouse support. Can discriminate Mouse/Pen. //  [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 kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] //  [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. //  [X] Platform: IME support.-//+ // 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  #include "imgui.h"      // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE +#ifdef __OBJC__+ @class NSEvent; @class NSView;  IMGUI_IMPL_API bool     ImGui_ImplOSX_Init(NSView* _Nonnull view); IMGUI_IMPL_API void     ImGui_ImplOSX_Shutdown(); IMGUI_IMPL_API void     ImGui_ImplOSX_NewFrame(NSView* _Nullable view);++#endif++//-----------------------------------------------------------------------------+// C++ API+//-----------------------------------------------------------------------------++#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS+// #include <AppKit/AppKit.hpp>+#ifndef __OBJC__++IMGUI_IMPL_API bool     ImGui_ImplOSX_Init(void* _Nonnull view);+IMGUI_IMPL_API void     ImGui_ImplOSX_Shutdown();+IMGUI_IMPL_API void     ImGui_ImplOSX_NewFrame(void* _Nullable view);++#endif+#endif++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_osx.mm view
@@ -1,9 +1,11 @@ // dear imgui: Platform Backend for OSX / Cocoa // This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..)-// [ALPHA] Early backend, not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.+// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac.+// - Requires linking with the GameController framework ("-framework GameController").  // Implemented features: //  [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.+//  [X] Platform: Mouse support. Can discriminate Mouse/Pen. //  [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 kVK_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] //  [X] Platform: OSX clipboard is supported within core Dear ImGui (no specific code in this backend). //  [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.@@ -15,6 +17,7 @@ // Read online: https://github.com/ocornut/imgui/tree/master/docs  #import "imgui.h"+#ifndef IMGUI_DISABLE #import "imgui_impl_osx.h" #import <Cocoa/Cocoa.h> #import <Carbon/Carbon.h>@@ -23,12 +26,17 @@  // CHANGELOG // (minor and older changes stripped away, please see git history for details)+//  2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen.+//  2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mices).+//  2022-11-02: Fixed mouse coordinates before clicking the host window.+//  2022-10-06: Fixed mouse inputs on flipped views.+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). //  2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. //  2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. //  2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key //  2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui.-//  2022-01-31: Fix building with old Xcode versions that are missing gamepad features.-//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.+//  2022-01-31: Fixed building with old Xcode versions that are missing gamepad features.+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. //  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. //  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). //  2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function.@@ -61,22 +69,22 @@ // Data struct ImGui_ImplOSX_Data {-    CFTimeInterval          Time;-    NSCursor*               MouseCursors[ImGuiMouseCursor_COUNT];-    bool                    MouseCursorHidden;-    ImGuiObserver*          Observer;-    KeyEventResponder*      KeyEventResponder;-    NSTextInputContext*     InputContext;-    id                      Monitor;+    CFTimeInterval              Time;+    NSCursor*                   MouseCursors[ImGuiMouseCursor_COUNT];+    bool                        MouseCursorHidden;+    ImGuiObserver*              Observer;+    KeyEventResponder*          KeyEventResponder;+    NSTextInputContext*         InputContext;+    id                          Monitor; -    ImGui_ImplOSX_Data()    { memset(this, 0, sizeof(*this)); }+    ImGui_ImplOSX_Data()        { memset(this, 0, sizeof(*this)); } }; -static ImGui_ImplOSX_Data*  ImGui_ImplOSX_CreateBackendData()  { return IM_NEW(ImGui_ImplOSX_Data)(); }-static ImGui_ImplOSX_Data*  ImGui_ImplOSX_GetBackendData()     { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }-static void                 ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); }+static ImGui_ImplOSX_Data*      ImGui_ImplOSX_CreateBackendData()   { return IM_NEW(ImGui_ImplOSX_Data)(); }+static ImGui_ImplOSX_Data*      ImGui_ImplOSX_GetBackendData()      { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; }+static void                     ImGui_ImplOSX_DestroyBackendData()  { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } -static inline CFTimeInterval GetMachAbsoluteTimeInSeconds()    { return static_cast<CFTimeInterval>(static_cast<double>(clock_gettime_nsec_np(CLOCK_UPTIME_RAW)) / 1e9); }+static inline CFTimeInterval    GetMachAbsoluteTimeInSeconds()      { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); }  // Forward Declarations static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view);@@ -364,7 +372,19 @@     } } +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) {+    return ImGui_ImplOSX_Init((__bridge NSView*)(view));+}++IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) {+    return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view));+}++#endif++ bool ImGui_ImplOSX_Init(NSView* view) {     ImGuiIO& io = ImGui::GetIO();@@ -374,8 +394,6 @@     // Setup backend capabilities flags     io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;           // We can honor GetMouseCursor() values (optional)     //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;          // We can honor io.WantSetMousePos requests (optional, rarely used)-    //io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports;    // We can create multi-viewports on the Platform side (optional)-    //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can set io.MouseHoveredViewport correctly (optional, not easy)     io.BackendPlatformName = "imgui_impl_osx";      bd->Observer = [ImGuiObserver new];@@ -407,11 +425,11 @@         NSPasteboard* pasteboard = [NSPasteboard generalPasteboard];         NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]];         if (![available isEqualToString:NSPasteboardTypeString])-            return NULL;+            return nullptr;          NSString* string = [pasteboard stringForType:NSPasteboardTypeString];         if (string == nil)-            return NULL;+            return nullptr;          const char* string_c = (const char*)[string UTF8String];         size_t string_len = strlen(string_c);@@ -459,13 +477,21 @@ void ImGui_ImplOSX_Shutdown() {     ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData();-    bd->Observer = NULL;-    if (bd->Monitor != NULL)+    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");++    bd->Observer = nullptr;+    if (bd->Monitor != nullptr)     {         [NSEvent removeMonitor:bd->Monitor];-        bd->Monitor = NULL;+        bd->Monitor = nullptr;     }+     ImGui_ImplOSX_DestroyBackendData();++    ImGuiIO& io = ImGui::GetIO();+    io.BackendPlatformName = nullptr;+    io.BackendPlatformUserData = nullptr;+    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad); }  static void ImGui_ImplOSX_UpdateMouseCursor()@@ -505,7 +531,7 @@ {     ImGuiIO& io = ImGui::GetIO();     memset(io.NavInputs, 0, sizeof(io.NavInputs));-    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)+    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.         return;  #if APPLE_HAS_CONTROLLER@@ -530,10 +556,10 @@ #if APPLE_HAS_BUTTON_OPTIONS     MAP_BUTTON(ImGuiKey_GamepadBack,            buttonOptions); #endif-    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        buttonA);              // Xbox A, PS Cross-    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       buttonB);              // Xbox B, PS Circle     MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        buttonX);              // Xbox X, PS Square+    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       buttonB);              // Xbox B, PS Circle     MAP_BUTTON(ImGuiKey_GamepadFaceUp,          buttonY);              // Xbox Y, PS Triangle+    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        buttonA);              // Xbox A, PS Cross     MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        dpad.left);     MAP_BUTTON(ImGuiKey_GamepadDpadRight,       dpad.right);     MAP_BUTTON(ImGuiKey_GamepadDpadUp,          dpad.up);@@ -594,6 +620,26 @@     ImGui_ImplOSX_UpdateImePosWithView(view); } +// Must only be called for a mouse event, otherwise an exception occurs+// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!)+static ImGuiMouseSource GetMouseSource(NSEvent* event)+{+    switch (event.subtype)+    {+        case NSEventSubtypeTabletPoint:+            return ImGuiMouseSource_Pen;+        // macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input.+        // This doesn't really make sense for Dear ImGui, which expects absolute touch devices only.+        // There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice.+        // See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24+        //case NSEventSubtypeTouch:+        //    return ImGuiMouseSource_TouchScreen;+        case NSEventSubtypeMouseEvent:+        default:+            return ImGuiMouseSource_Mouse;+    }+}+ static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) {     ImGuiIO& io = ImGui::GetIO();@@ -602,7 +648,10 @@     {         int button = (int)[event buttonNumber];         if (button >= 0 && button < ImGuiMouseButton_COUNT)+        {+            io.AddMouseSourceEvent(GetMouseSource(event));             io.AddMouseButtonEvent(button, true);+        }         return io.WantCaptureMouse;     } @@ -610,15 +659,24 @@     {         int button = (int)[event buttonNumber];         if (button >= 0 && button < ImGuiMouseButton_COUNT)+        {+            io.AddMouseSourceEvent(GetMouseSource(event));             io.AddMouseButtonEvent(button, false);+        }         return io.WantCaptureMouse;     }      if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged)     {         NSPoint mousePoint = event.locationInWindow;+        if (event.window == nil)+            mousePoint = [[view window] convertPointFromScreen:mousePoint];         mousePoint = [view convertPoint:mousePoint fromView:nil];-        mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);+        if ([view isFlipped])+            mousePoint = NSMakePoint(mousePoint.x, mousePoint.y);+        else+            mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y);+        io.AddMouseSourceEvent(GetMouseSource(event));         io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y);         return io.WantCaptureMouse;     }@@ -650,18 +708,18 @@             wheel_dy = [event scrollingDeltaY];             if ([event hasPreciseScrollingDeltas])             {-                wheel_dx *= 0.1;-                wheel_dy *= 0.1;+                wheel_dx *= 0.01;+                wheel_dy *= 0.01;             }         }         else         #endif // MAC_OS_X_VERSION_MAX_ALLOWED         {-            wheel_dx = [event deltaX];-            wheel_dy = [event deltaY];+            wheel_dx = [event deltaX] * 0.1;+            wheel_dy = [event deltaY] * 0.1;         }         if (wheel_dx != 0.0 || wheel_dy != 0.0)-            io.AddMouseWheelEvent((float)wheel_dx * 0.1f, (float)wheel_dy * 0.1f);+            io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy);          return io.WantCaptureMouse;     }@@ -684,10 +742,10 @@         unsigned short key_code = [event keyCode];         NSEventModifierFlags modifier_flags = [event modifierFlags]; -        io.AddKeyEvent(ImGuiKey_ModShift, (modifier_flags & NSEventModifierFlagShift)   != 0);-        io.AddKeyEvent(ImGuiKey_ModCtrl,  (modifier_flags & NSEventModifierFlagControl) != 0);-        io.AddKeyEvent(ImGuiKey_ModAlt,   (modifier_flags & NSEventModifierFlagOption)  != 0);-        io.AddKeyEvent(ImGuiKey_ModSuper, (modifier_flags & NSEventModifierFlagCommand) != 0);+        io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift)   != 0);+        io.AddKeyEvent(ImGuiMod_Ctrl,  (modifier_flags & NSEventModifierFlagControl) != 0);+        io.AddKeyEvent(ImGuiMod_Alt,   (modifier_flags & NSEventModifierFlagOption)  != 0);+        io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0);          ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code);         if (key != ImGuiKey_None)@@ -744,3 +802,7 @@         return event;     }]; }++//-----------------------------------------------------------------------------++#endif // #ifndef IMGUI_DISABLE
− imgui/backends/imgui_impl_sdl.cpp
@@ -1,564 +0,0 @@-// 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.)-// (Prefer SDL 2.0.5+ for full feature support.)--// 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'.-// 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.--// 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--// CHANGELOG-// (minor and older changes stripped away, please see git history for details)-//  2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.-//  2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).-//  2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.-//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.-//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].-//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).-//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.-//  2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.-//  2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.-//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.-//  2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.-//  2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)-//  2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.-//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).-//  2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)-//  2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.-//  2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).-//  2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).-//  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.-//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.-//  2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).-//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.-//  2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.-//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.-//  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.-//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.-//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.-//  2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.-//  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.-//  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).-//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.-//  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.-//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.-//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.-//  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).-//  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.-//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.-//  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.-//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.-//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).-//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.--#include "imgui.h"-#include "imgui_impl_sdl.h"--// SDL-#include <SDL.h>-#include <SDL_syswm.h>-#if defined(__APPLE__)-#include <TargetConditionals.h>-#endif--#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)-#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1-#else-#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0-#endif-#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH    SDL_VERSION_ATLEAST(2,0,5)-#define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)--// SDL Data-struct ImGui_ImplSDL2_Data-{-    SDL_Window*     Window;-    SDL_Renderer*   Renderer;-    Uint64          Time;-    int             MouseButtonsDown;-    SDL_Cursor*     MouseCursors[ImGuiMouseCursor_COUNT];-    int             PendingMouseLeaveFrame;-    char*           ClipboardTextData;-    bool            MouseCanUseGlobalState;--    ImGui_ImplSDL2_Data()   { memset((void*)this, 0, sizeof(*this)); }-};--// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts-// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.-// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.-// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.-static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()-{-    return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;-}--// Functions-static const char* ImGui_ImplSDL2_GetClipboardText(void*)-{-    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();-    if (bd->ClipboardTextData)-        SDL_free(bd->ClipboardTextData);-    bd->ClipboardTextData = SDL_GetClipboardText();-    return bd->ClipboardTextData;-}--static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)-{-    SDL_SetClipboardText(text);-}--static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)-{-    switch (keycode)-    {-        case SDLK_TAB: return ImGuiKey_Tab;-        case SDLK_LEFT: return ImGuiKey_LeftArrow;-        case SDLK_RIGHT: return ImGuiKey_RightArrow;-        case SDLK_UP: return ImGuiKey_UpArrow;-        case SDLK_DOWN: return ImGuiKey_DownArrow;-        case SDLK_PAGEUP: return ImGuiKey_PageUp;-        case SDLK_PAGEDOWN: return ImGuiKey_PageDown;-        case SDLK_HOME: return ImGuiKey_Home;-        case SDLK_END: return ImGuiKey_End;-        case SDLK_INSERT: return ImGuiKey_Insert;-        case SDLK_DELETE: return ImGuiKey_Delete;-        case SDLK_BACKSPACE: return ImGuiKey_Backspace;-        case SDLK_SPACE: return ImGuiKey_Space;-        case SDLK_RETURN: return ImGuiKey_Enter;-        case SDLK_ESCAPE: return ImGuiKey_Escape;-        case SDLK_QUOTE: return ImGuiKey_Apostrophe;-        case SDLK_COMMA: return ImGuiKey_Comma;-        case SDLK_MINUS: return ImGuiKey_Minus;-        case SDLK_PERIOD: return ImGuiKey_Period;-        case SDLK_SLASH: return ImGuiKey_Slash;-        case SDLK_SEMICOLON: return ImGuiKey_Semicolon;-        case SDLK_EQUALS: return ImGuiKey_Equal;-        case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;-        case SDLK_BACKSLASH: return ImGuiKey_Backslash;-        case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;-        case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;-        case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;-        case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;-        case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;-        case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;-        case SDLK_PAUSE: return ImGuiKey_Pause;-        case SDLK_KP_0: return ImGuiKey_Keypad0;-        case SDLK_KP_1: return ImGuiKey_Keypad1;-        case SDLK_KP_2: return ImGuiKey_Keypad2;-        case SDLK_KP_3: return ImGuiKey_Keypad3;-        case SDLK_KP_4: return ImGuiKey_Keypad4;-        case SDLK_KP_5: return ImGuiKey_Keypad5;-        case SDLK_KP_6: return ImGuiKey_Keypad6;-        case SDLK_KP_7: return ImGuiKey_Keypad7;-        case SDLK_KP_8: return ImGuiKey_Keypad8;-        case SDLK_KP_9: return ImGuiKey_Keypad9;-        case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;-        case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;-        case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;-        case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;-        case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;-        case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;-        case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;-        case SDLK_LCTRL: return ImGuiKey_LeftCtrl;-        case SDLK_LSHIFT: return ImGuiKey_LeftShift;-        case SDLK_LALT: return ImGuiKey_LeftAlt;-        case SDLK_LGUI: return ImGuiKey_LeftSuper;-        case SDLK_RCTRL: return ImGuiKey_RightCtrl;-        case SDLK_RSHIFT: return ImGuiKey_RightShift;-        case SDLK_RALT: return ImGuiKey_RightAlt;-        case SDLK_RGUI: return ImGuiKey_RightSuper;-        case SDLK_APPLICATION: return ImGuiKey_Menu;-        case SDLK_0: return ImGuiKey_0;-        case SDLK_1: return ImGuiKey_1;-        case SDLK_2: return ImGuiKey_2;-        case SDLK_3: return ImGuiKey_3;-        case SDLK_4: return ImGuiKey_4;-        case SDLK_5: return ImGuiKey_5;-        case SDLK_6: return ImGuiKey_6;-        case SDLK_7: return ImGuiKey_7;-        case SDLK_8: return ImGuiKey_8;-        case SDLK_9: return ImGuiKey_9;-        case SDLK_a: return ImGuiKey_A;-        case SDLK_b: return ImGuiKey_B;-        case SDLK_c: return ImGuiKey_C;-        case SDLK_d: return ImGuiKey_D;-        case SDLK_e: return ImGuiKey_E;-        case SDLK_f: return ImGuiKey_F;-        case SDLK_g: return ImGuiKey_G;-        case SDLK_h: return ImGuiKey_H;-        case SDLK_i: return ImGuiKey_I;-        case SDLK_j: return ImGuiKey_J;-        case SDLK_k: return ImGuiKey_K;-        case SDLK_l: return ImGuiKey_L;-        case SDLK_m: return ImGuiKey_M;-        case SDLK_n: return ImGuiKey_N;-        case SDLK_o: return ImGuiKey_O;-        case SDLK_p: return ImGuiKey_P;-        case SDLK_q: return ImGuiKey_Q;-        case SDLK_r: return ImGuiKey_R;-        case SDLK_s: return ImGuiKey_S;-        case SDLK_t: return ImGuiKey_T;-        case SDLK_u: return ImGuiKey_U;-        case SDLK_v: return ImGuiKey_V;-        case SDLK_w: return ImGuiKey_W;-        case SDLK_x: return ImGuiKey_X;-        case SDLK_y: return ImGuiKey_Y;-        case SDLK_z: return ImGuiKey_Z;-        case SDLK_F1: return ImGuiKey_F1;-        case SDLK_F2: return ImGuiKey_F2;-        case SDLK_F3: return ImGuiKey_F3;-        case SDLK_F4: return ImGuiKey_F4;-        case SDLK_F5: return ImGuiKey_F5;-        case SDLK_F6: return ImGuiKey_F6;-        case SDLK_F7: return ImGuiKey_F7;-        case SDLK_F8: return ImGuiKey_F8;-        case SDLK_F9: return ImGuiKey_F9;-        case SDLK_F10: return ImGuiKey_F10;-        case SDLK_F11: return ImGuiKey_F11;-        case SDLK_F12: return ImGuiKey_F12;-    }-    return ImGuiKey_None;-}--static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)-{-    ImGuiIO& io = ImGui::GetIO();-    io.AddKeyEvent(ImGuiKey_ModCtrl, (sdl_key_mods & KMOD_CTRL) != 0);-    io.AddKeyEvent(ImGuiKey_ModShift, (sdl_key_mods & KMOD_SHIFT) != 0);-    io.AddKeyEvent(ImGuiKey_ModAlt, (sdl_key_mods & KMOD_ALT) != 0);-    io.AddKeyEvent(ImGuiKey_ModSuper, (sdl_key_mods & KMOD_GUI) != 0);-}--// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.-// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.-// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.-// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.-// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.-bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)-{-    ImGuiIO& io = ImGui::GetIO();-    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();--    switch (event->type)-    {-        case SDL_MOUSEMOTION:-        {-            io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);-            return true;-        }-        case SDL_MOUSEWHEEL:-        {-            float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;-            float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;-            io.AddMouseWheelEvent(wheel_x, wheel_y);-            return true;-        }-        case SDL_MOUSEBUTTONDOWN:-        case SDL_MOUSEBUTTONUP:-        {-            int mouse_button = -1;-            if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }-            if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }-            if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }-            if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }-            if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }-            if (mouse_button == -1)-                break;-            io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));-            bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));-            return true;-        }-        case SDL_TEXTINPUT:-        {-            io.AddInputCharactersUTF8(event->text.text);-            return true;-        }-        case SDL_KEYDOWN:-        case SDL_KEYUP:-        {-            ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);-            ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);-            io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));-            io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.-            return true;-        }-        case SDL_WINDOWEVENT:-        {-            // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.-            // - However we won't get a correct LEAVE event for a captured window.-            // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,-            //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why-            //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.-            Uint8 window_event = event->window.event;-            if (window_event == SDL_WINDOWEVENT_ENTER)-                bd->PendingMouseLeaveFrame = 0;-            if (window_event == SDL_WINDOWEVENT_LEAVE)-                bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;-            if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)-                io.AddFocusEvent(true);-            else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)-                io.AddFocusEvent(false);-            return true;-        }-    }-    return false;-}--static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)-{-    ImGuiIO& io = ImGui::GetIO();-    IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");--    // Check and store if we are on a SDL backend that supports global mouse position-    // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)-    bool mouse_can_use_global_state = false;-#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE-    const char* sdl_backend = SDL_GetCurrentVideoDriver();-    const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };-    for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)-        if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)-            mouse_can_use_global_state = true;-#endif--    // Setup backend capabilities flags-    ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();-    io.BackendPlatformUserData = (void*)bd;-    io.BackendPlatformName = "imgui_impl_sdl";-    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)-    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)--    bd->Window = window;-    bd->Renderer = renderer;-    bd->MouseCanUseGlobalState = mouse_can_use_global_state;--    io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;-    io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;-    io.ClipboardUserData = NULL;--    // Load mouse cursors-    bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);-    bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);-    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);-    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);-    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);-    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);-    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);-    bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);-    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);--    // Set platform dependent data in viewport-#ifdef _WIN32-    SDL_SysWMinfo info;-    SDL_VERSION(&info.version);-    if (SDL_GetWindowWMInfo(window, &info))-        ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;-#else-    (void)window;-#endif--    // Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.-    // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.-    // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.-    // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:-    // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)-#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH-    SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");-#endif--    return true;-}--bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)-{-    IM_UNUSED(sdl_gl_context); // Viewport branch will need this.-    return ImGui_ImplSDL2_Init(window, NULL);-}--bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)-{-#if !SDL_HAS_VULKAN-    IM_ASSERT(0 && "Unsupported");-#endif-    return ImGui_ImplSDL2_Init(window, NULL);-}--bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)-{-#if !defined(_WIN32)-    IM_ASSERT(0 && "Unsupported");-#endif-    return ImGui_ImplSDL2_Init(window, NULL);-}--bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)-{-    return ImGui_ImplSDL2_Init(window, NULL);-}--bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)-{-    return ImGui_ImplSDL2_Init(window, renderer);-}--void ImGui_ImplSDL2_Shutdown()-{-    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();-    IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?");-    ImGuiIO& io = ImGui::GetIO();--    if (bd->ClipboardTextData)-        SDL_free(bd->ClipboardTextData);-    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)-        SDL_FreeCursor(bd->MouseCursors[cursor_n]);--    io.BackendPlatformName = NULL;-    io.BackendPlatformUserData = NULL;-    IM_DELETE(bd);-}--static void ImGui_ImplSDL2_UpdateMouseData()-{-    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();-    ImGuiIO& io = ImGui::GetIO();--    // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)-#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE-    // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside-    SDL_CaptureMouse(bd->MouseButtonsDown != 0 ? SDL_TRUE : SDL_FALSE);-    SDL_Window* focused_window = SDL_GetKeyboardFocus();-    const bool is_app_focused = (bd->Window == focused_window);-#else-    const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only-#endif-    if (is_app_focused)-    {-        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)-        if (io.WantSetMousePos)-            SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);--        // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)-        if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)-        {-            int window_x, window_y, mouse_x_global, mouse_y_global;-            SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);-            SDL_GetWindowPosition(bd->Window, &window_x, &window_y);-            io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));-        }-    }-}--static void ImGui_ImplSDL2_UpdateMouseCursor()-{-    ImGuiIO& io = ImGui::GetIO();-    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)-        return;-    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();--    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();-    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)-    {-        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor-        SDL_ShowCursor(SDL_FALSE);-    }-    else-    {-        // Show OS mouse cursor-        SDL_SetCursor(bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]);-        SDL_ShowCursor(SDL_TRUE);-    }-}--static void ImGui_ImplSDL2_UpdateGamepads()-{-    ImGuiIO& io = ImGui::GetIO();-    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)-        return;--    // Get gamepad-    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;-    SDL_GameController* game_controller = SDL_GameControllerOpen(0);-    if (!game_controller)-        return;-    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;--    // Update gamepad inputs-    #define IM_SATURATE(V)                      (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)-    #define MAP_BUTTON(KEY_NO, BUTTON_NO)       { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }-    #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }-    const int thumb_dead_zone = 8000;           // SDL_gamecontroller.h suggests using this value.-    MAP_BUTTON(ImGuiKey_GamepadStart,           SDL_CONTROLLER_BUTTON_START);-    MAP_BUTTON(ImGuiKey_GamepadBack,            SDL_CONTROLLER_BUTTON_BACK);-    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        SDL_CONTROLLER_BUTTON_A);              // Xbox A, PS Cross-    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       SDL_CONTROLLER_BUTTON_B);              // Xbox B, PS Circle-    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        SDL_CONTROLLER_BUTTON_X);              // Xbox X, PS Square-    MAP_BUTTON(ImGuiKey_GamepadFaceUp,          SDL_CONTROLLER_BUTTON_Y);              // Xbox Y, PS Triangle-    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        SDL_CONTROLLER_BUTTON_DPAD_LEFT);-    MAP_BUTTON(ImGuiKey_GamepadDpadRight,       SDL_CONTROLLER_BUTTON_DPAD_RIGHT);-    MAP_BUTTON(ImGuiKey_GamepadDpadUp,          SDL_CONTROLLER_BUTTON_DPAD_UP);-    MAP_BUTTON(ImGuiKey_GamepadDpadDown,        SDL_CONTROLLER_BUTTON_DPAD_DOWN);-    MAP_BUTTON(ImGuiKey_GamepadL1,              SDL_CONTROLLER_BUTTON_LEFTSHOULDER);-    MAP_BUTTON(ImGuiKey_GamepadR1,              SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);-    MAP_ANALOG(ImGuiKey_GamepadL2,              SDL_CONTROLLER_AXIS_TRIGGERLEFT,  0.0f, 32767);-    MAP_ANALOG(ImGuiKey_GamepadR2,              SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);-    MAP_BUTTON(ImGuiKey_GamepadL3,              SDL_CONTROLLER_BUTTON_LEFTSTICK);-    MAP_BUTTON(ImGuiKey_GamepadR3,              SDL_CONTROLLER_BUTTON_RIGHTSTICK);-    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,      SDL_CONTROLLER_AXIS_LEFTX,  -thumb_dead_zone, -32768);-    MAP_ANALOG(ImGuiKey_GamepadLStickRight,     SDL_CONTROLLER_AXIS_LEFTX,  +thumb_dead_zone, +32767);-    MAP_ANALOG(ImGuiKey_GamepadLStickUp,        SDL_CONTROLLER_AXIS_LEFTY,  -thumb_dead_zone, -32768);-    MAP_ANALOG(ImGuiKey_GamepadLStickDown,      SDL_CONTROLLER_AXIS_LEFTY,  +thumb_dead_zone, +32767);-    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,      SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);-    MAP_ANALOG(ImGuiKey_GamepadRStickRight,     SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);-    MAP_ANALOG(ImGuiKey_GamepadRStickUp,        SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);-    MAP_ANALOG(ImGuiKey_GamepadRStickDown,      SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);-    #undef MAP_BUTTON-    #undef MAP_ANALOG-}--void ImGui_ImplSDL2_NewFrame()-{-    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();-    IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");-    ImGuiIO& io = ImGui::GetIO();--    // Setup display size (every frame to accommodate for window resizing)-    int w, h;-    int display_w, display_h;-    SDL_GetWindowSize(bd->Window, &w, &h);-    if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)-        w = h = 0;-    if (bd->Renderer != NULL)-        SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);-    else-        SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);-    io.DisplaySize = ImVec2((float)w, (float)h);-    if (w > 0 && h > 0)-        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);--    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)-    static Uint64 frequency = SDL_GetPerformanceFrequency();-    Uint64 current_time = SDL_GetPerformanceCounter();-    io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);-    bd->Time = current_time;--    if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)-    {-        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);-        bd->PendingMouseLeaveFrame = 0;-    }--    ImGui_ImplSDL2_UpdateMouseData();-    ImGui_ImplSDL2_UpdateMouseCursor();--    // Update game controllers (if enabled and available)-    ImGui_ImplSDL2_UpdateGamepads();-}
− imgui/backends/imgui_impl_sdl.h
@@ -1,36 +0,0 @@-// 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'.-// 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.--// 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
+ imgui/backends/imgui_impl_sdl2.cpp view
@@ -0,0 +1,656 @@+// 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.)+// (Prefer SDL 2.0.5+ for full feature support.)++// Implemented features:+//  [X] Platform: Clipboard support.+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.+//  [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: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.++// 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++// CHANGELOG+// (minor and older changes stripped away, please see git history for details)+//  2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306)+//  2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702)+//  2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644)+//  2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()).+//  2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3.+//  2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version).+//  2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096)+//  2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019)+//  2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463)+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.+//  2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)+//  2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).+//  2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.+//  2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).+//  2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.+//  2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.+//  2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].+//  2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).+//  2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.+//  2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.+//  2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.+//  2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.+//  2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.+//  2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)+//  2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.+//  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).+//  2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950)+//  2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends.+//  2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2).+//  2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state).+//  2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor.+//  2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter.+//  2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application).+//  2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized.+//  2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls.+//  2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.+//  2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'.+//  2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls.+//  2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor.+//  2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples.+//  2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter.+//  2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText).+//  2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag.+//  2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value.+//  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.+//  2018-02-06: Inputs: Added mapping for ImGuiKey_Space.+//  2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS).+//  2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes.+//  2018-01-20: Inputs: Added Horizontal Mouse Wheel support.+//  2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS.+//  2018-01-18: Inputs: Added mapping for ImGuiKey_Insert.+//  2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1).+//  2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers.++#include "imgui.h"+#ifndef IMGUI_DISABLE+#include "imgui_impl_sdl2.h"++// Clang warnings with -Weverything+#if defined(__clang__)+#pragma clang diagnostic push+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision+#endif++// SDL+#include <SDL.h>+#include <SDL_syswm.h>+#if defined(__APPLE__)+#include <TargetConditionals.h>+#endif++#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    1+#else+#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE    0+#endif+#define SDL_HAS_VULKAN                      SDL_VERSION_ATLEAST(2,0,6)++// SDL Data+struct ImGui_ImplSDL2_Data+{+    SDL_Window*     Window;+    SDL_Renderer*   Renderer;+    Uint64          Time;+    Uint32          MouseWindowID;+    int             MouseButtonsDown;+    SDL_Cursor*     MouseCursors[ImGuiMouseCursor_COUNT];+    SDL_Cursor*     LastMouseCursor;+    int             PendingMouseLeaveFrame;+    char*           ClipboardTextData;+    bool            MouseCanUseGlobalState;++    ImGui_ImplSDL2_Data()   { memset((void*)this, 0, sizeof(*this)); }+};++// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts+// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.+// FIXME: multi-context support is not well tested and probably dysfunctional in this backend.+// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.+static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()+{+    return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;+}++// Functions+static const char* ImGui_ImplSDL2_GetClipboardText(void*)+{+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();+    if (bd->ClipboardTextData)+        SDL_free(bd->ClipboardTextData);+    bd->ClipboardTextData = SDL_GetClipboardText();+    return bd->ClipboardTextData;+}++static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)+{+    SDL_SetClipboardText(text);+}++// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow().+static void ImGui_ImplSDL2_SetPlatformImeData(ImGuiViewport*, ImGuiPlatformImeData* data)+{+    if (data->WantVisible)+    {+        SDL_Rect r;+        r.x = (int)data->InputPos.x;+        r.y = (int)data->InputPos.y;+        r.w = 1;+        r.h = (int)data->InputLineHeight;+        SDL_SetTextInputRect(&r);+    }+}++static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)+{+    switch (keycode)+    {+        case SDLK_TAB: return ImGuiKey_Tab;+        case SDLK_LEFT: return ImGuiKey_LeftArrow;+        case SDLK_RIGHT: return ImGuiKey_RightArrow;+        case SDLK_UP: return ImGuiKey_UpArrow;+        case SDLK_DOWN: return ImGuiKey_DownArrow;+        case SDLK_PAGEUP: return ImGuiKey_PageUp;+        case SDLK_PAGEDOWN: return ImGuiKey_PageDown;+        case SDLK_HOME: return ImGuiKey_Home;+        case SDLK_END: return ImGuiKey_End;+        case SDLK_INSERT: return ImGuiKey_Insert;+        case SDLK_DELETE: return ImGuiKey_Delete;+        case SDLK_BACKSPACE: return ImGuiKey_Backspace;+        case SDLK_SPACE: return ImGuiKey_Space;+        case SDLK_RETURN: return ImGuiKey_Enter;+        case SDLK_ESCAPE: return ImGuiKey_Escape;+        case SDLK_QUOTE: return ImGuiKey_Apostrophe;+        case SDLK_COMMA: return ImGuiKey_Comma;+        case SDLK_MINUS: return ImGuiKey_Minus;+        case SDLK_PERIOD: return ImGuiKey_Period;+        case SDLK_SLASH: return ImGuiKey_Slash;+        case SDLK_SEMICOLON: return ImGuiKey_Semicolon;+        case SDLK_EQUALS: return ImGuiKey_Equal;+        case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;+        case SDLK_BACKSLASH: return ImGuiKey_Backslash;+        case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;+        case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;+        case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;+        case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;+        case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;+        case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;+        case SDLK_PAUSE: return ImGuiKey_Pause;+        case SDLK_KP_0: return ImGuiKey_Keypad0;+        case SDLK_KP_1: return ImGuiKey_Keypad1;+        case SDLK_KP_2: return ImGuiKey_Keypad2;+        case SDLK_KP_3: return ImGuiKey_Keypad3;+        case SDLK_KP_4: return ImGuiKey_Keypad4;+        case SDLK_KP_5: return ImGuiKey_Keypad5;+        case SDLK_KP_6: return ImGuiKey_Keypad6;+        case SDLK_KP_7: return ImGuiKey_Keypad7;+        case SDLK_KP_8: return ImGuiKey_Keypad8;+        case SDLK_KP_9: return ImGuiKey_Keypad9;+        case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;+        case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;+        case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;+        case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;+        case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;+        case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;+        case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;+        case SDLK_LCTRL: return ImGuiKey_LeftCtrl;+        case SDLK_LSHIFT: return ImGuiKey_LeftShift;+        case SDLK_LALT: return ImGuiKey_LeftAlt;+        case SDLK_LGUI: return ImGuiKey_LeftSuper;+        case SDLK_RCTRL: return ImGuiKey_RightCtrl;+        case SDLK_RSHIFT: return ImGuiKey_RightShift;+        case SDLK_RALT: return ImGuiKey_RightAlt;+        case SDLK_RGUI: return ImGuiKey_RightSuper;+        case SDLK_APPLICATION: return ImGuiKey_Menu;+        case SDLK_0: return ImGuiKey_0;+        case SDLK_1: return ImGuiKey_1;+        case SDLK_2: return ImGuiKey_2;+        case SDLK_3: return ImGuiKey_3;+        case SDLK_4: return ImGuiKey_4;+        case SDLK_5: return ImGuiKey_5;+        case SDLK_6: return ImGuiKey_6;+        case SDLK_7: return ImGuiKey_7;+        case SDLK_8: return ImGuiKey_8;+        case SDLK_9: return ImGuiKey_9;+        case SDLK_a: return ImGuiKey_A;+        case SDLK_b: return ImGuiKey_B;+        case SDLK_c: return ImGuiKey_C;+        case SDLK_d: return ImGuiKey_D;+        case SDLK_e: return ImGuiKey_E;+        case SDLK_f: return ImGuiKey_F;+        case SDLK_g: return ImGuiKey_G;+        case SDLK_h: return ImGuiKey_H;+        case SDLK_i: return ImGuiKey_I;+        case SDLK_j: return ImGuiKey_J;+        case SDLK_k: return ImGuiKey_K;+        case SDLK_l: return ImGuiKey_L;+        case SDLK_m: return ImGuiKey_M;+        case SDLK_n: return ImGuiKey_N;+        case SDLK_o: return ImGuiKey_O;+        case SDLK_p: return ImGuiKey_P;+        case SDLK_q: return ImGuiKey_Q;+        case SDLK_r: return ImGuiKey_R;+        case SDLK_s: return ImGuiKey_S;+        case SDLK_t: return ImGuiKey_T;+        case SDLK_u: return ImGuiKey_U;+        case SDLK_v: return ImGuiKey_V;+        case SDLK_w: return ImGuiKey_W;+        case SDLK_x: return ImGuiKey_X;+        case SDLK_y: return ImGuiKey_Y;+        case SDLK_z: return ImGuiKey_Z;+        case SDLK_F1: return ImGuiKey_F1;+        case SDLK_F2: return ImGuiKey_F2;+        case SDLK_F3: return ImGuiKey_F3;+        case SDLK_F4: return ImGuiKey_F4;+        case SDLK_F5: return ImGuiKey_F5;+        case SDLK_F6: return ImGuiKey_F6;+        case SDLK_F7: return ImGuiKey_F7;+        case SDLK_F8: return ImGuiKey_F8;+        case SDLK_F9: return ImGuiKey_F9;+        case SDLK_F10: return ImGuiKey_F10;+        case SDLK_F11: return ImGuiKey_F11;+        case SDLK_F12: return ImGuiKey_F12;+    }+    return ImGuiKey_None;+}++static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)+{+    ImGuiIO& io = ImGui::GetIO();+    io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);+    io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);+    io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);+    io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);+}++// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.+// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.+// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.+// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.+// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.+bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)+{+    ImGuiIO& io = ImGui::GetIO();+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();++    switch (event->type)+    {+        case SDL_MOUSEMOTION:+        {+            ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);+            io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);+            io.AddMousePosEvent(mouse_pos.x, mouse_pos.y);+            return true;+        }+        case SDL_MOUSEWHEEL:+        {+            //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);+#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!+            float wheel_x = -event->wheel.preciseX;+            float wheel_y = event->wheel.preciseY;+#else+            float wheel_x = -(float)event->wheel.x;+            float wheel_y = (float)event->wheel.y;+#endif+#ifdef __EMSCRIPTEN__+            wheel_x /= 100.0f;+#endif+            io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);+            io.AddMouseWheelEvent(wheel_x, wheel_y);+            return true;+        }+        case SDL_MOUSEBUTTONDOWN:+        case SDL_MOUSEBUTTONUP:+        {+            int mouse_button = -1;+            if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }+            if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }+            if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }+            if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }+            if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }+            if (mouse_button == -1)+                break;+            io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);+            io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));+            bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));+            return true;+        }+        case SDL_TEXTINPUT:+        {+            io.AddInputCharactersUTF8(event->text.text);+            return true;+        }+        case SDL_KEYDOWN:+        case SDL_KEYUP:+        {+            ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);+            ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);+            io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));+            io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.+            return true;+        }+        case SDL_WINDOWEVENT:+        {+            // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.+            // - However we won't get a correct LEAVE event for a captured window.+            // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,+            //   causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why+            //   we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.+            Uint8 window_event = event->window.event;+            if (window_event == SDL_WINDOWEVENT_ENTER)+            {+                bd->MouseWindowID = event->window.windowID;+                bd->PendingMouseLeaveFrame = 0;+            }+            if (window_event == SDL_WINDOWEVENT_LEAVE)+                bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;+            if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)+                io.AddFocusEvent(true);+            else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)+                io.AddFocusEvent(false);+            return true;+        }+    }+    return false;+}++static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)+{+    ImGuiIO& io = ImGui::GetIO();+    IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");++    // Check and store if we are on a SDL backend that supports global mouse position+    // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)+    bool mouse_can_use_global_state = false;+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE+    const char* sdl_backend = SDL_GetCurrentVideoDriver();+    const char* global_mouse_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" };+    for (int n = 0; n < IM_ARRAYSIZE(global_mouse_whitelist); n++)+        if (strncmp(sdl_backend, global_mouse_whitelist[n], strlen(global_mouse_whitelist[n])) == 0)+            mouse_can_use_global_state = true;+#endif++    // Setup backend capabilities flags+    ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)();+    io.BackendPlatformUserData = (void*)bd;+    io.BackendPlatformName = "imgui_impl_sdl2";+    io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors;       // We can honor GetMouseCursor() values (optional)+    io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos;        // We can honor io.WantSetMousePos requests (optional, rarely used)++    bd->Window = window;+    bd->Renderer = renderer;+    bd->MouseCanUseGlobalState = mouse_can_use_global_state;++    io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;+    io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;+    io.ClipboardUserData = nullptr;+    io.SetPlatformImeDataFn = ImGui_ImplSDL2_SetPlatformImeData;++    // Load mouse cursors+    bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);+    bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM);+    bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL);+    bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS);+    bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE);+    bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW);+    bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE);+    bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);+    bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);++    // Set platform dependent data in viewport+    // Our mouse update function expect PlatformHandle to be filled for the main viewport+    ImGuiViewport* main_viewport = ImGui::GetMainViewport();+    main_viewport->PlatformHandleRaw = nullptr;+    SDL_SysWMinfo info;+    SDL_VERSION(&info.version);+    if (SDL_GetWindowWMInfo(window, &info))+    {+#if defined(SDL_VIDEO_DRIVER_WINDOWS)+        main_viewport->PlatformHandleRaw = (void*)info.info.win.window;+#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA)+        main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window;+#endif+    }++    // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.+    // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.+    // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.+    // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:+    // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)+#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH+    SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");+#endif++    // From 2.0.18: Enable native IME.+    // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any.+    // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow().+#ifdef SDL_HINT_IME_SHOW_UI+    SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");+#endif++    // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)+#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE+    SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");+#endif++    return true;+}++bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)+{+    IM_UNUSED(sdl_gl_context); // Viewport branch will need this.+    return ImGui_ImplSDL2_Init(window, nullptr);+}++bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)+{+#if !SDL_HAS_VULKAN+    IM_ASSERT(0 && "Unsupported");+#endif+    return ImGui_ImplSDL2_Init(window, nullptr);+}++bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)+{+#if !defined(_WIN32)+    IM_ASSERT(0 && "Unsupported");+#endif+    return ImGui_ImplSDL2_Init(window, nullptr);+}++bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)+{+    return ImGui_ImplSDL2_Init(window, nullptr);+}++bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)+{+    return ImGui_ImplSDL2_Init(window, renderer);+}++bool ImGui_ImplSDL2_InitForOther(SDL_Window* window)+{+    return ImGui_ImplSDL2_Init(window, nullptr);+}++void ImGui_ImplSDL2_Shutdown()+{+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();+    IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");+    ImGuiIO& io = ImGui::GetIO();++    if (bd->ClipboardTextData)+        SDL_free(bd->ClipboardTextData);+    for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)+        SDL_FreeCursor(bd->MouseCursors[cursor_n]);+    bd->LastMouseCursor = nullptr;++    io.BackendPlatformName = nullptr;+    io.BackendPlatformUserData = nullptr;+    io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad);+    IM_DELETE(bd);+}++static void ImGui_ImplSDL2_UpdateMouseData()+{+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();+    ImGuiIO& io = ImGui::GetIO();++    // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)+#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE+    // SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside+    SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE);+    SDL_Window* focused_window = SDL_GetKeyboardFocus();+    const bool is_app_focused = (bd->Window == focused_window);+#else+    const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only+#endif+    if (is_app_focused)+    {+        // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)+        if (io.WantSetMousePos)+            SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);++        // (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)+        if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)+        {+            int window_x, window_y, mouse_x_global, mouse_y_global;+            SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);+            SDL_GetWindowPosition(bd->Window, &window_x, &window_y);+            io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));+        }+    }+}++static void ImGui_ImplSDL2_UpdateMouseCursor()+{+    ImGuiIO& io = ImGui::GetIO();+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)+        return;+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();++    ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor();+    if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None)+    {+        // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor+        SDL_ShowCursor(SDL_FALSE);+    }+    else+    {+        // Show OS mouse cursor+        SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow];+        if (bd->LastMouseCursor != expected_cursor)+        {+            SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113)+            bd->LastMouseCursor = expected_cursor;+        }+        SDL_ShowCursor(SDL_TRUE);+    }+}++static void ImGui_ImplSDL2_UpdateGamepads()+{+    ImGuiIO& io = ImGui::GetIO();+    if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.+        return;++    // Get gamepad+    io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;+    SDL_GameController* game_controller = SDL_GameControllerOpen(0);+    if (!game_controller)+        return;+    io.BackendFlags |= ImGuiBackendFlags_HasGamepad;++    // Update gamepad inputs+    #define IM_SATURATE(V)                      (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)+    #define MAP_BUTTON(KEY_NO, BUTTON_NO)       { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }+    #define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }+    const int thumb_dead_zone = 8000;           // SDL_gamecontroller.h suggests using this value.+    MAP_BUTTON(ImGuiKey_GamepadStart,           SDL_CONTROLLER_BUTTON_START);+    MAP_BUTTON(ImGuiKey_GamepadBack,            SDL_CONTROLLER_BUTTON_BACK);+    MAP_BUTTON(ImGuiKey_GamepadFaceLeft,        SDL_CONTROLLER_BUTTON_X);              // Xbox X, PS Square+    MAP_BUTTON(ImGuiKey_GamepadFaceRight,       SDL_CONTROLLER_BUTTON_B);              // Xbox B, PS Circle+    MAP_BUTTON(ImGuiKey_GamepadFaceUp,          SDL_CONTROLLER_BUTTON_Y);              // Xbox Y, PS Triangle+    MAP_BUTTON(ImGuiKey_GamepadFaceDown,        SDL_CONTROLLER_BUTTON_A);              // Xbox A, PS Cross+    MAP_BUTTON(ImGuiKey_GamepadDpadLeft,        SDL_CONTROLLER_BUTTON_DPAD_LEFT);+    MAP_BUTTON(ImGuiKey_GamepadDpadRight,       SDL_CONTROLLER_BUTTON_DPAD_RIGHT);+    MAP_BUTTON(ImGuiKey_GamepadDpadUp,          SDL_CONTROLLER_BUTTON_DPAD_UP);+    MAP_BUTTON(ImGuiKey_GamepadDpadDown,        SDL_CONTROLLER_BUTTON_DPAD_DOWN);+    MAP_BUTTON(ImGuiKey_GamepadL1,              SDL_CONTROLLER_BUTTON_LEFTSHOULDER);+    MAP_BUTTON(ImGuiKey_GamepadR1,              SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);+    MAP_ANALOG(ImGuiKey_GamepadL2,              SDL_CONTROLLER_AXIS_TRIGGERLEFT,  0.0f, 32767);+    MAP_ANALOG(ImGuiKey_GamepadR2,              SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);+    MAP_BUTTON(ImGuiKey_GamepadL3,              SDL_CONTROLLER_BUTTON_LEFTSTICK);+    MAP_BUTTON(ImGuiKey_GamepadR3,              SDL_CONTROLLER_BUTTON_RIGHTSTICK);+    MAP_ANALOG(ImGuiKey_GamepadLStickLeft,      SDL_CONTROLLER_AXIS_LEFTX,  -thumb_dead_zone, -32768);+    MAP_ANALOG(ImGuiKey_GamepadLStickRight,     SDL_CONTROLLER_AXIS_LEFTX,  +thumb_dead_zone, +32767);+    MAP_ANALOG(ImGuiKey_GamepadLStickUp,        SDL_CONTROLLER_AXIS_LEFTY,  -thumb_dead_zone, -32768);+    MAP_ANALOG(ImGuiKey_GamepadLStickDown,      SDL_CONTROLLER_AXIS_LEFTY,  +thumb_dead_zone, +32767);+    MAP_ANALOG(ImGuiKey_GamepadRStickLeft,      SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);+    MAP_ANALOG(ImGuiKey_GamepadRStickRight,     SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);+    MAP_ANALOG(ImGuiKey_GamepadRStickUp,        SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);+    MAP_ANALOG(ImGuiKey_GamepadRStickDown,      SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);+    #undef MAP_BUTTON+    #undef MAP_ANALOG+}++void ImGui_ImplSDL2_NewFrame()+{+    ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();+    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");+    ImGuiIO& io = ImGui::GetIO();++    // Setup display size (every frame to accommodate for window resizing)+    int w, h;+    int display_w, display_h;+    SDL_GetWindowSize(bd->Window, &w, &h);+    if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)+        w = h = 0;+    if (bd->Renderer != nullptr)+        SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);+    else+        SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);+    io.DisplaySize = ImVec2((float)w, (float)h);+    if (w > 0 && h > 0)+        io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);++    // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)+    // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644)+    static Uint64 frequency = SDL_GetPerformanceFrequency();+    Uint64 current_time = SDL_GetPerformanceCounter();+    if (current_time <= bd->Time)+        current_time = bd->Time + 1;+    io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);+    bd->Time = current_time;++    if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)+    {+        bd->MouseWindowID = 0;+        bd->PendingMouseLeaveFrame = 0;+        io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);+    }++    ImGui_ImplSDL2_UpdateMouseData();+    ImGui_ImplSDL2_UpdateMouseCursor();++    // Update game controllers (if enabled and available)+    ImGui_ImplSDL2_UpdateGamepads();+}++//-----------------------------------------------------------------------------++#if defined(__clang__)+#pragma clang diagnostic pop+#endif++#endif // #ifndef IMGUI_DISABLE
+ imgui/backends/imgui_impl_sdl2.h view
@@ -0,0 +1,40 @@+// 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: Mouse support. Can discriminate Mouse/TouchScreen.+//  [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: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.++// 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+#ifndef IMGUI_DISABLE++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 bool     ImGui_ImplSDL2_InitForOther(SDL_Window* window);+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++#endif // #ifndef IMGUI_DISABLE
+ imgui/backends/imgui_impl_sdl3.h view
@@ -0,0 +1,38 @@+// dear imgui: Platform Backend for SDL3 (*EXPERIMENTAL*)+// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)+// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)+// (IMPORTANT: SDL 3.0.0 is NOT YET RELEASED. IT IS POSSIBLE THAT ITS SPECS/API WILL CHANGE BEFORE RELEASE)++// Implemented features:+//  [X] Platform: Clipboard support.+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen.+//  [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'.+// Missing features:+//  [x] Platform: Basic IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!.++// 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+#ifndef IMGUI_DISABLE++struct SDL_Window;+struct SDL_Renderer;+typedef union SDL_Event SDL_Event;++IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForVulkan(SDL_Window* window);+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForD3D(SDL_Window* window);+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForMetal(SDL_Window* window);+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);+IMGUI_IMPL_API bool     ImGui_ImplSDL3_InitForOther(SDL_Window* window);+IMGUI_IMPL_API void     ImGui_ImplSDL3_Shutdown();+IMGUI_IMPL_API void     ImGui_ImplSDL3_NewFrame();+IMGUI_IMPL_API bool     ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);++#endif // #ifndef IMGUI_DISABLE
− imgui/backends/imgui_impl_sdlrenderer.h
@@ -1,29 +0,0 @@-// dear imgui: Renderer Backend for SDL_Renderer-// (Requires: SDL 2.0.17+)--// Important to understand: SDL_Renderer is an _optional_ component of SDL.-// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.-// If your application will want to render any non trivial amount of graphics other than UI,-// please be aware that SDL_Renderer offers a limited graphic API to the end-user and it might-// be difficult to step out of those boundaries.-// However, we understand it is a convenient choice to get an app started easily.--// Implemented features:-//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!-//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.--#pragma once-#include "imgui.h"      // IMGUI_IMPL_API--struct SDL_Renderer;--IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer_Init(SDL_Renderer* renderer);-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_Shutdown();-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_NewFrame();-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_RenderDrawData(ImDrawData* draw_data);--// Called by Init/NewFrame/Shutdown-IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer_CreateFontsTexture();-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_DestroyFontsTexture();-IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer_CreateDeviceObjects();-IMGUI_IMPL_API void     ImGui_ImplSDLRenderer_DestroyDeviceObjects();
+ imgui/backends/imgui_impl_sdlrenderer2.h view
@@ -0,0 +1,31 @@+// dear imgui: Renderer Backend for SDL_Renderer for SDL2+// (Requires: SDL 2.0.17+)++// Note how SDL_Renderer is an _optional_ component of SDL2.+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.+// If your application will want to render any non trivial amount of graphics other than UI,+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and+// it might be difficult to step out of those boundaries.++// Implemented features:+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.++#pragma once+#ifndef IMGUI_DISABLE+#include "imgui.h"      // IMGUI_IMPL_API++struct SDL_Renderer;++IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer);+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_Shutdown();+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_NewFrame();+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data);++// Called by Init/NewFrame/Shutdown+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer2_CreateFontsTexture();+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_DestroyFontsTexture();+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer2_CreateDeviceObjects();+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer2_DestroyDeviceObjects();++#endif // #ifndef IMGUI_DISABLE
+ imgui/backends/imgui_impl_sdlrenderer3.h view
@@ -0,0 +1,31 @@+// dear imgui: Renderer Backend for SDL_Renderer for SDL3+// (Requires: SDL 3.0.0+)++// Note how SDL_Renderer is an _optional_ component of SDL3.+// For a multi-platform app consider using e.g. SDL+DirectX on Windows and SDL+OpenGL on Linux/OSX.+// If your application will want to render any non trivial amount of graphics other than UI,+// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user and+// it might be difficult to step out of those boundaries.++// Implemented features:+//  [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID!+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.++#pragma once+#include "imgui.h"      // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE++struct SDL_Renderer;++IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer);+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_Shutdown();+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_NewFrame();+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data);++// Called by Init/NewFrame/Shutdown+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_CreateFontsTexture();+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_DestroyFontsTexture();+IMGUI_IMPL_API bool     ImGui_ImplSDLRenderer3_CreateDeviceObjects();+IMGUI_IMPL_API void     ImGui_ImplSDLRenderer3_DestroyDeviceObjects();++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_vulkan.cpp view
@@ -2,8 +2,8 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)  // Implemented features:-//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. //  [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.  // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // This is because we need ImTextureID to carry a 64-bit value and by default ImTextureID is defined as void*.@@ -30,6 +30,11 @@  // CHANGELOG // (minor and older changes stripped away, please see git history for details)+//  2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat.+//  2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code.+//  2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.+//  2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symetry. (#914, #5738).+//  2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). //  2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likehood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). //  2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize.@@ -61,6 +66,8 @@ //  2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. //  2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. +#include "imgui.h"+#ifndef IMGUI_DISABLE #include "imgui_impl_vulkan.h" #include <stdio.h> @@ -113,7 +120,7 @@     VkDeviceMemory              UploadBufferMemory;     VkBuffer                    UploadBuffer; -    // Render buffers+    // Render buffers for main window     ImGui_ImplVulkanH_WindowRenderBuffers MainWindowRenderBuffers;      ImGui_ImplVulkan_Data()@@ -189,6 +196,7 @@     IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \     IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \     IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \+    IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \     IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \     IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \     IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \@@ -207,6 +215,12 @@ #undef IMGUI_VULKAN_FUNC_DEF #endif // VK_NO_PROTOTYPES +#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)+#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING+static PFN_vkCmdBeginRenderingKHR   ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR;+static PFN_vkCmdEndRenderingKHR     ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR;+#endif+ //----------------------------------------------------------------------------- // SHADERS //-----------------------------------------------------------------------------@@ -325,7 +339,7 @@ // FIXME: multi-context support is not tested and probably dysfunctional in this backend. static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() {-    return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : NULL;+    return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; }  static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits)@@ -444,7 +458,7 @@      // Allocate array to store enough vertex/index buffers     ImGui_ImplVulkanH_WindowRenderBuffers* wrb = &bd->MainWindowRenderBuffers;-    if (wrb->FrameRenderBuffers == NULL)+    if (wrb->FrameRenderBuffers == nullptr)     {         wrb->Index = 0;         wrb->Count = v->ImageCount;@@ -466,8 +480,8 @@             CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT);          // Upload vertex/index data into a single contiguous GPU buffer-        ImDrawVert* vtx_dst = NULL;-        ImDrawIdx* idx_dst = NULL;+        ImDrawVert* vtx_dst = nullptr;+        ImDrawIdx* idx_dst = nullptr;         VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, rb->VertexBufferSize, 0, (void**)(&vtx_dst));         check_vk_result(err);         err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, rb->IndexBufferSize, 0, (void**)(&idx_dst));@@ -510,7 +524,7 @@         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)         {             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];-            if (pcmd->UserCallback != NULL)+            if (pcmd->UserCallback != nullptr)             {                 // User callback, registered via ImDrawList::AddCallback()                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)@@ -549,7 +563,7 @@                     IM_ASSERT(pcmd->TextureId == (ImTextureID)bd->FontDescriptorSet);                     desc_set[0] = bd->FontDescriptorSet;                 }-                vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, NULL);+                vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, desc_set, 0, nullptr);                  // Draw                 vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0);@@ -562,7 +576,7 @@     // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.     // Our last values will leak into user/application rendering IF:     // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state-    // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitely set that state.+    // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state.     // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering.     // In theory we should aim to backup/restore those values but I am not sure this is possible.     // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644)@@ -654,7 +668,7 @@      // Upload to Buffer:     {-        char* map = NULL;+        char* map = nullptr;         err = vkMapMemory(v->Device, bd->UploadBufferMemory, 0, upload_size, 0, (void**)(&map));         check_vk_result(err);         memcpy(map, pixels, upload_size);@@ -680,7 +694,7 @@         copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;         copy_barrier[0].subresourceRange.levelCount = 1;         copy_barrier[0].subresourceRange.layerCount = 1;-        vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, NULL, 0, NULL, 1, copy_barrier);+        vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier);          VkBufferImageCopy region = {};         region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;@@ -702,7 +716,7 @@         use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;         use_barrier[0].subresourceRange.levelCount = 1;         use_barrier[0].subresourceRange.layerCount = 1;-        vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, NULL, 0, NULL, 1, use_barrier);+        vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier);     }      // Store our identifier@@ -735,72 +749,6 @@     } } -static void ImGui_ImplVulkan_CreateFontSampler(VkDevice device, const VkAllocationCallbacks* allocator)-{-    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();-    if (bd->FontSampler)-        return;--    // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.-    VkSamplerCreateInfo info = {};-    info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;-    info.magFilter = VK_FILTER_LINEAR;-    info.minFilter = VK_FILTER_LINEAR;-    info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;-    info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;-    info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;-    info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;-    info.minLod = -1000;-    info.maxLod = 1000;-    info.maxAnisotropy = 1.0f;-    VkResult err = vkCreateSampler(device, &info, allocator, &bd->FontSampler);-    check_vk_result(err);-}--static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDevice device, const VkAllocationCallbacks* allocator)-{-    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();-    if (bd->DescriptorSetLayout)-        return;--    ImGui_ImplVulkan_CreateFontSampler(device, allocator);-    VkSampler sampler[1] = { bd->FontSampler };-    VkDescriptorSetLayoutBinding binding[1] = {};-    binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;-    binding[0].descriptorCount = 1;-    binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;-    binding[0].pImmutableSamplers = sampler;-    VkDescriptorSetLayoutCreateInfo info = {};-    info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;-    info.bindingCount = 1;-    info.pBindings = binding;-    VkResult err = vkCreateDescriptorSetLayout(device, &info, allocator, &bd->DescriptorSetLayout);-    check_vk_result(err);-}--static void ImGui_ImplVulkan_CreatePipelineLayout(VkDevice device, const VkAllocationCallbacks* allocator)-{-    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();-    if (bd->PipelineLayout)-        return;--    // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix-    ImGui_ImplVulkan_CreateDescriptorSetLayout(device, allocator);-    VkPushConstantRange push_constants[1] = {};-    push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT;-    push_constants[0].offset = sizeof(float) * 0;-    push_constants[0].size = sizeof(float) * 4;-    VkDescriptorSetLayout set_layout[1] = { bd->DescriptorSetLayout };-    VkPipelineLayoutCreateInfo layout_info = {};-    layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;-    layout_info.setLayoutCount = 1;-    layout_info.pSetLayouts = set_layout;-    layout_info.pushConstantRangeCount = 1;-    layout_info.pPushConstantRanges = push_constants;-    VkResult  err = vkCreatePipelineLayout(device, &layout_info, allocator, &bd->PipelineLayout);-    check_vk_result(err);-}- static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, VkRenderPass renderPass, VkSampleCountFlagBits MSAASamples, VkPipeline* pipeline, uint32_t subpass) {     ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();@@ -885,8 +833,6 @@     dynamic_state.dynamicStateCount = (uint32_t)IM_ARRAYSIZE(dynamic_states);     dynamic_state.pDynamicStates = dynamic_states; -    ImGui_ImplVulkan_CreatePipelineLayout(device, allocator);-     VkGraphicsPipelineCreateInfo info = {};     info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;     info.flags = bd->PipelineCreateFlags;@@ -903,6 +849,19 @@     info.layout = bd->PipelineLayout;     info.renderPass = renderPass;     info.subpass = subpass;++#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING+    VkPipelineRenderingCreateInfoKHR pipelineRenderingCreateInfo = {};+    pipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR;+    pipelineRenderingCreateInfo.colorAttachmentCount = 1;+    pipelineRenderingCreateInfo.pColorAttachmentFormats = &bd->VulkanInitInfo.ColorAttachmentFormat;+    if (bd->VulkanInitInfo.UseDynamicRendering)+    {+        info.pNext = &pipelineRenderingCreateInfo;+        info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.+    }+#endif+     VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &info, allocator, pipeline);     check_vk_result(err); }@@ -915,6 +874,7 @@      if (!bd->FontSampler)     {+        // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling.         VkSamplerCreateInfo info = {};         info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;         info.magFilter = VK_FILTER_LINEAR;@@ -932,12 +892,10 @@      if (!bd->DescriptorSetLayout)     {-        VkSampler sampler[1] = {bd->FontSampler};         VkDescriptorSetLayoutBinding binding[1] = {};         binding[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;         binding[0].descriptorCount = 1;         binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;-        binding[0].pImmutableSamplers = sampler;         VkDescriptorSetLayoutCreateInfo info = {};         info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;         info.bindingCount = 1;@@ -1012,14 +970,21 @@ #ifdef VK_NO_PROTOTYPES #define IMGUI_VULKAN_FUNC_LOAD(func) \     func = reinterpret_cast<decltype(func)>(loader_func(#func, user_data)); \-    if (func == NULL)   \+    if (func == nullptr)   \         return false;     IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) #undef IMGUI_VULKAN_FUNC_LOAD++#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING+    // Manually load those two (see #5446)+    ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(loader_func("vkCmdBeginRenderingKHR", user_data));+    ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(loader_func("vkCmdEndRenderingKHR", user_data));+#endif #else     IM_UNUSED(loader_func);     IM_UNUSED(user_data); #endif+     g_FunctionsLoaded = true;     return true; }@@ -1028,8 +993,22 @@ {     IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); +    if (info->UseDynamicRendering)+    {+#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING+#ifndef VK_NO_PROTOTYPES+        ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast<PFN_vkCmdBeginRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdBeginRenderingKHR"));+        ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast<PFN_vkCmdEndRenderingKHR>(vkGetInstanceProcAddr(info->Instance, "vkCmdEndRenderingKHR"));+#endif+        IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr);+        IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr);+#else+        IM_ASSERT(0 && "Can't use dynamic rendering when neither VK_VERSION_1_3 or VK_KHR_dynamic_rendering is defined.");+#endif+    }+     ImGuiIO& io = ImGui::GetIO();-    IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");+    IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!");      // Setup backend capabilities flags     ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)();@@ -1044,7 +1023,8 @@     IM_ASSERT(info->DescriptorPool != VK_NULL_HANDLE);     IM_ASSERT(info->MinImageCount >= 2);     IM_ASSERT(info->ImageCount >= info->MinImageCount);-    IM_ASSERT(render_pass != VK_NULL_HANDLE);+    if (info->UseDynamicRendering == false)+        IM_ASSERT(render_pass != VK_NULL_HANDLE);      bd->VulkanInitInfo = *info;     bd->RenderPass = render_pass;@@ -1058,19 +1038,20 @@ void ImGui_ImplVulkan_Shutdown() {     ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();-    IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");+    IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?");     ImGuiIO& io = ImGui::GetIO();      ImGui_ImplVulkan_DestroyDeviceObjects();-    io.BackendRendererName = NULL;-    io.BackendRendererUserData = NULL;+    io.BackendRendererName = nullptr;+    io.BackendRendererUserData = nullptr;+    io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset;     IM_DELETE(bd); }  void ImGui_ImplVulkan_NewFrame() {     ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();-    IM_ASSERT(bd != NULL && "Did you call ImGui_ImplVulkan_Init()?");+    IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplVulkan_Init()?");     IM_UNUSED(bd); } @@ -1119,11 +1100,18 @@         write_desc[0].descriptorCount = 1;         write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;         write_desc[0].pImageInfo = desc_image;-        vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, NULL);+        vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr);     }     return descriptor_set; } +void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set)+{+    ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData();+    ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo;+    vkFreeDescriptorSets(v->Device, v->DescriptorPool, 1, &descriptor_set);+}+ //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers // (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own app.)@@ -1143,7 +1131,7 @@ VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) {     IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");-    IM_ASSERT(request_formats != NULL);+    IM_ASSERT(request_formats != nullptr);     IM_ASSERT(request_formats_count > 0);      // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation@@ -1151,7 +1139,7 @@     // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40,     // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used.     uint32_t avail_count;-    vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, NULL);+    vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr);     ImVector<VkSurfaceFormatKHR> avail_format;     avail_format.resize((int)avail_count);     vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data);@@ -1188,12 +1176,12 @@ VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) {     IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!");-    IM_ASSERT(request_modes != NULL);+    IM_ASSERT(request_modes != nullptr);     IM_ASSERT(request_modes_count > 0);      // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory     uint32_t avail_count = 0;-    vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, NULL);+    vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr);     ImVector<VkPresentModeKHR> avail_modes;     avail_modes.resize((int)avail_count);     vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data);@@ -1285,8 +1273,8 @@     }     IM_FREE(wd->Frames);     IM_FREE(wd->FrameSemaphores);-    wd->Frames = NULL;-    wd->FrameSemaphores = NULL;+    wd->Frames = nullptr;+    wd->FrameSemaphores = nullptr;     wd->ImageCount = 0;     if (wd->RenderPass)         vkDestroyRenderPass(device, wd->RenderPass, allocator);@@ -1333,7 +1321,7 @@         }         err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain);         check_vk_result(err);-        err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, NULL);+        err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr);         check_vk_result(err);         VkImage backbuffers[16] = {};         IM_ASSERT(wd->ImageCount >= min_image_count);@@ -1341,7 +1329,7 @@         err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers);         check_vk_result(err); -        IM_ASSERT(wd->Frames == NULL);+        IM_ASSERT(wd->Frames == nullptr);         wd->Frames = (ImGui_ImplVulkanH_Frame*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_Frame) * wd->ImageCount);         wd->FrameSemaphores = (ImGui_ImplVulkanH_FrameSemaphores*)IM_ALLOC(sizeof(ImGui_ImplVulkanH_FrameSemaphores) * wd->ImageCount);         memset(wd->Frames, 0, sizeof(wd->Frames[0]) * wd->ImageCount);@@ -1353,6 +1341,7 @@         vkDestroySwapchainKHR(device, old_swapchain, allocator);      // Create the Render Pass+    if (wd->UseDynamicRendering == false)     {         VkAttachmentDescription attachment = {};         attachment.format = wd->SurfaceFormat.format;@@ -1415,6 +1404,7 @@     }      // Create Framebuffer+    if (wd->UseDynamicRendering == false)     {         VkImageView attachment[1];         VkFramebufferCreateInfo info = {};@@ -1456,8 +1446,8 @@     }     IM_FREE(wd->Frames);     IM_FREE(wd->FrameSemaphores);-    wd->Frames = NULL;-    wd->FrameSemaphores = NULL;+    wd->Frames = nullptr;+    wd->FrameSemaphores = nullptr;     vkDestroyPipeline(device, wd->Pipeline, allocator);     vkDestroyRenderPass(device, wd->RenderPass, allocator);     vkDestroySwapchainKHR(device, wd->Swapchain, allocator);@@ -1501,7 +1491,11 @@     for (uint32_t n = 0; n < buffers->Count; n++)         ImGui_ImplVulkanH_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator);     IM_FREE(buffers->FrameRenderBuffers);-    buffers->FrameRenderBuffers = NULL;+    buffers->FrameRenderBuffers = nullptr;     buffers->Index = 0;     buffers->Count = 0; }++//-----------------------------------------------------------------------------++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_vulkan.h view
@@ -2,8 +2,8 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)  // Implemented features:-//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices. //  [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions.+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices.  // Important: on 32-bit systems, user texture binding is only supported if your imconfig file has '#define ImTextureID ImU64'. // See imgui_impl_vulkan.cpp file for details.@@ -24,6 +24,7 @@ // Read comments in imgui_impl_vulkan.h.  #pragma once+#ifndef IMGUI_DISABLE #include "imgui.h"      // IMGUI_IMPL_API  // [Configuration] in order to use a custom Vulkan function loader:@@ -59,6 +60,12 @@     uint32_t                        MinImageCount;          // >= 2     uint32_t                        ImageCount;             // >= MinImageCount     VkSampleCountFlagBits           MSAASamples;            // >= VK_SAMPLE_COUNT_1_BIT (0 -> default to VK_SAMPLE_COUNT_1_BIT)++    // Dynamic Rendering (Optional)+    bool                            UseDynamicRendering;    // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3.+    VkFormat                        ColorAttachmentFormat;  // Required for dynamic rendering++    // Allocation, Debugging     const VkAllocationCallbacks*    Allocator;     void                            (*CheckVkResultFn)(VkResult err); };@@ -73,12 +80,14 @@ IMGUI_IMPL_API void         ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated)  // Register a texture (VkDescriptorSet == ImTextureID)-// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions.+// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem+// Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout);+IMGUI_IMPL_API void            ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set);  // Optional: load Vulkan functions with a custom function loader // This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES-IMGUI_IMPL_API bool         ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = NULL);+IMGUI_IMPL_API bool         ImGui_ImplVulkan_LoadFunctions(PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr);  //------------------------------------------------------------------------- // Internal / Miscellaneous Vulkan Helpers@@ -87,8 +96,8 @@ // You probably do NOT need to use or care about those functions. // Those functions only exist because: //   1) they facilitate the readability and maintenance of the multiple main.cpp examples files.-//   2) the upcoming multi-viewport feature will need them internally.-// Generally we avoid exposing any kind of superfluous high-level helpers in the backends,+//   2) the multi-viewport / platform window implementation needs them internally.+// Generally we avoid exposing any kind of superfluous high-level helpers in the bindings, // but it is too much code to duplicate everywhere so we exceptionally expose them. // // Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.).@@ -137,6 +146,7 @@     VkPresentModeKHR    PresentMode;     VkRenderPass        RenderPass;     VkPipeline          Pipeline;               // The window pipeline may uses a different VkRenderPass than the one passed in ImGui_ImplVulkan_InitInfo+    bool                UseDynamicRendering;     bool                ClearEnable;     VkClearValue        ClearValue;     uint32_t            FrameIndex;             // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount)@@ -153,3 +163,4 @@     } }; +#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_wgpu.h view
@@ -4,18 +4,20 @@  // Implemented features: //  [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID!-//  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.+//  [X] Renderer: Large meshes support (64k+ vertices) with 16-bit indices. -// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// 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+#ifndef IMGUI_DISABLE+ #include <webgpu/webgpu.h> -IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format);+IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(WGPUDevice device, int num_frames_in_flight, WGPUTextureFormat rt_format, WGPUTextureFormat depth_format = WGPUTextureFormat_Undefined); IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder);@@ -23,3 +25,5 @@ // Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects();++#endif // #ifndef IMGUI_DISABLE
imgui/backends/imgui_impl_win32.h view
@@ -1,8 +1,9 @@-// dear imgui: Platform Backend for Windows (standard windows API for 32 and 64 bits applications)+// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) // This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..)  // Implemented features: //  [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui)+//  [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. //  [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 VK_* 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'.@@ -14,8 +15,10 @@  #pragma once #include "imgui.h"      // IMGUI_IMPL_API+#ifndef IMGUI_DISABLE  IMGUI_IMPL_API bool     ImGui_ImplWin32_Init(void* hwnd);+IMGUI_IMPL_API bool     ImGui_ImplWin32_InitForOpenGL(void* hwnd); IMGUI_IMPL_API void     ImGui_ImplWin32_Shutdown(); IMGUI_IMPL_API void     ImGui_ImplWin32_NewFrame(); @@ -42,3 +45,5 @@ // - Use to enable alpha compositing transparency with the desktop. // - Use together with e.g. clearing your framebuffer with zero-alpha. IMGUI_IMPL_API void     ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd);   // HWND hwnd++#endif // #ifndef IMGUI_DISABLE
imgui/imconfig.h view
@@ -1,5 +1,5 @@ //------------------------------------------------------------------------------// COMPILE-TIME OPTIONS FOR DEAR IMGUI+// DEAR IMGUI COMPILE-TIME OPTIONS // 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. //-----------------------------------------------------------------------------@@ -9,7 +9,7 @@ // 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.+// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. //-----------------------------------------------------------------------------  #pragma once@@ -26,7 +26,7 @@ //#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.+//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of 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. @@ -40,7 +40,7 @@ //#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_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.@@ -62,9 +62,10 @@ // 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_STB_SPRINTF_FILENAME    "my_folder/stb_sprintf.h"    // only used if IMGUI_USE_STB_SPRINTF is defined. //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION+//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION                   // only disabled if IMGUI_USE_STB_SPRINTF is defined.  //---- 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.@@ -75,6 +76,12 @@ // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. //#define IMGUI_ENABLE_FREETYPE +//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT)+// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided).+// Only works in combination with IMGUI_ENABLE_FREETYPE.+// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)+//#define IMGUI_ENABLE_FREETYPE_LUNASVG+ //---- 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@@ -90,6 +97,8 @@         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); } */+//---- ...Or use Dear ImGui's own very basic math operators.+//#define IMGUI_DEFINE_MATH_OPERATORS  //---- 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).@@ -103,23 +112,18 @@ //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+//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) // (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.+//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) /* namespace ImGui {-    void MyFunction(const char* name, const MyMatrix44& v);+    void MyFunction(const char* name, MyMatrix44* mtx); } */
imgui/imgui.cpp view
@@ -1,13417 +1,14957 @@-// dear imgui, v1.88-// (main code and documentation)--// Help:-// - Read FAQ at http://dearimgui.org/faq-// - Newcomers, read 'Programmer guide' below 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.--// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.-// See LICENSE.txt for copyright and licensing details (standard MIT License).-// This library is free but needs your support to sustain development and maintenance.-// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".-// Individuals: you can support continued development via donations. See docs/README or web page.--// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.-// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without-// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't-// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you-// to a better solution or official support for them.--/*--Index of this file:--DOCUMENTATION--- MISSION STATEMENT-- END-USER GUIDE-- PROGRAMMER GUIDE-  - READ FIRST-  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI-  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE-  - HOW A SIMPLE APPLICATION MAY LOOK LIKE-  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE-  - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS-- API BREAKING CHANGES (read me when you update!)-- FREQUENTLY ASKED QUESTIONS (FAQ)-  - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)--CODE-(search for "[SECTION]" in the code to find them)--// [SECTION] INCLUDES-// [SECTION] FORWARD DECLARATIONS-// [SECTION] CONTEXT AND MEMORY ALLOCATORS-// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)-// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)-// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)-// [SECTION] MISC HELPERS/UTILITIES (File functions)-// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)-// [SECTION] MISC HELPERS/UTILITIES (Color functions)-// [SECTION] ImGuiStorage-// [SECTION] ImGuiTextFilter-// [SECTION] ImGuiTextBuffer-// [SECTION] ImGuiListClipper-// [SECTION] STYLING-// [SECTION] RENDER HELPERS-// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)-// [SECTION] INPUTS-// [SECTION] ERROR CHECKING-// [SECTION] LAYOUT-// [SECTION] SCROLLING-// [SECTION] TOOLTIPS-// [SECTION] POPUPS-// [SECTION] KEYBOARD/GAMEPAD NAVIGATION-// [SECTION] DRAG AND DROP-// [SECTION] LOGGING/CAPTURING-// [SECTION] SETTINGS-// [SECTION] VIEWPORTS-// [SECTION] PLATFORM DEPENDENT HELPERS-// [SECTION] METRICS/DEBUGGER WINDOW-// [SECTION] DEBUG LOG WINDOW-// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)--*/--//------------------------------------------------------------------------------// DOCUMENTATION-//-------------------------------------------------------------------------------/*-- MISSION STATEMENT- =================-- - Easy to use to create code-driven and data-driven tools.- - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.- - Easy to hack and improve.- - Minimize setup and maintenance.- - Minimize state storage on user side.- - Minimize state synchronization.- - Portable, minimize dependencies, run on target (consoles, phones, etc.).- - Efficient runtime and memory consumption.-- Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:-- - Doesn't look fancy, doesn't animate.- - Limited layout features, intricate layouts are typically crafted in code.--- END-USER GUIDE- ==============-- - Double-click on title bar to collapse window.- - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin().- - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents).- - Click and drag on any empty space to move window.- - TAB/SHIFT+TAB to cycle through keyboard editable fields.- - CTRL+Click on a slider or drag box to input value as text.- - Use mouse wheel to scroll.- - Text editor:-   - Hold SHIFT or use mouse to select text.-   - CTRL+Left/Right to word jump.-   - CTRL+Shift+Left/Right to select words.-   - CTRL+A our Double-Click to select all.-   - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/-   - CTRL+Z,CTRL+Y to undo/redo.-   - ESCAPE to revert text to its original value.-   - Controls are automatically adjusted for OSX to match standard OSX text editing operations.- - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard.- - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets--- PROGRAMMER GUIDE- ================-- READ FIRST- ----------- - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)- - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or-   destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.- - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.- - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.- - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).-   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.- - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.-   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,-   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.- - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.- - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.- - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).-   If you get an assert, read the messages and comments around the assert.- - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.- - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.-   See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.-   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.- - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).--- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI- ----------------------------------------------- - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)- - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".- - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.- - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.-   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed-   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will-   likely be a comment about it. Please report any issue to the GitHub page!- - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.- - Try to keep your copy of Dear ImGui reasonably up to date.--- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE- ---------------------------------------------------------------- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.- - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.- - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.-   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).- - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.- - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.- - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.-   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"-   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().- - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.- - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.--- HOW A SIMPLE APPLICATION MAY LOOK LIKE- --------------------------------------- EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).- The sub-folders in examples/ contain examples applications following this structure.--     // Application init: create a dear imgui context, setup some options, load fonts-     ImGui::CreateContext();-     ImGuiIO& io = ImGui::GetIO();-     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.-     // TODO: Fill optional fields of the io structure later.-     // TODO: Load TTF/OTF fonts if you don't want to use the default font.--     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)-     ImGui_ImplWin32_Init(hwnd);-     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);--     // Application main loop-     while (true)-     {-         // Feed inputs to dear imgui, start new frame-         ImGui_ImplDX11_NewFrame();-         ImGui_ImplWin32_NewFrame();-         ImGui::NewFrame();--         // Any application code here-         ImGui::Text("Hello, world!");--         // Render dear imgui into screen-         ImGui::Render();-         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());-         g_pSwapChain->Present(1, 0);-     }--     // Shutdown-     ImGui_ImplDX11_Shutdown();-     ImGui_ImplWin32_Shutdown();-     ImGui::DestroyContext();-- EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE--     // Application init: create a dear imgui context, setup some options, load fonts-     ImGui::CreateContext();-     ImGuiIO& io = ImGui::GetIO();-     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.-     // TODO: Fill optional fields of the io structure later.-     // TODO: Load TTF/OTF fonts if you don't want to use the default font.--     // Build and load the texture atlas into a texture-     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)-     int width, height;-     unsigned char* pixels = NULL;-     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);--     // At this point you've got the texture data and you need to upload that to your graphic system:-     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.-     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.-     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)-     io.Fonts->SetTexID((void*)texture);--     // Application main loop-     while (true)-     {-        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.-        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)-        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)-        io.DisplaySize.x = 1920.0f;             // set the current display width-        io.DisplaySize.y = 1280.0f;             // set the current display height here-        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position-        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states-        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states--        // Call NewFrame(), after this point you can use ImGui::* functions anytime-        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)-        ImGui::NewFrame();--        // Most of your application code here-        ImGui::Text("Hello, world!");-        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();-        MyGameRender(); // may use any Dear ImGui functions as well!--        // Render dear imgui, swap buffers-        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)-        ImGui::EndFrame();-        ImGui::Render();-        ImDrawData* draw_data = ImGui::GetDrawData();-        MyImGuiRenderFunction(draw_data);-        SwapBuffers();-     }--     // Shutdown-     ImGui::DestroyContext();-- To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,- you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!- Please read the FAQ and example applications for details about this!--- HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE- ---------------------------------------------- The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.--    void void MyImGuiRenderFunction(ImDrawData* draw_data)-    {-       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled-       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.-       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize-       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize-       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.-       ImVec2 clip_off = draw_data->DisplayPos;-       for (int n = 0; n < draw_data->CmdListsCount; n++)-       {-          const ImDrawList* cmd_list = draw_data->CmdLists[n];-          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui-          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui-          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)-          {-             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];-             if (pcmd->UserCallback)-             {-                 pcmd->UserCallback(cmd_list, pcmd);-             }-             else-             {-                 // Project scissor/clipping rectangles into framebuffer space-                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);-                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);-                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)-                     continue;--                 // We are using scissoring to clip some objects. All low-level graphics API should support it.-                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches-                 //   (some elements visible outside their bounds) but you can fix that once everything else works!-                 // - Clipping coordinates are provided in imgui coordinates space:-                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size-                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.-                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),-                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.-                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)-                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);--                 // The texture for the draw call is specified by pcmd->GetTexID().-                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.-                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());--                 // Render 'pcmd->ElemCount/3' indexed triangles.-                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.-                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);-             }-          }-       }-    }--- USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS- ------------------------------------------- - The gamepad/keyboard navigation is fairly functional and keeps being improved.- - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse!- - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787- - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.- - Keyboard:-    - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.-    - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() calls.-    - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),-      the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from:-       - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.-       - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).-       - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.-      Please reach out if you think the game vs navigation input sharing could be improved.- - Gamepad:-    - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.-    - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.-      For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.-      Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).-    - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() + io.AddKeyAnalogEvent() calls.-    - BEFORE 1.87, BACKENDS USED TO WRITE DIRECTLY TO io.NavInputs[]. This is going to be obsoleted in the future. Please call io functions instead!-    - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets-    - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,-      with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.- - Mouse:-    - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.-    - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.-    - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.-      Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.-      When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.-      When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.-      (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!)-      (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want-       to set a boolean to ignore your other external mouse positions until the external source is moved again.)--- API BREAKING CHANGES- ====================-- Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.- Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.- When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.- You can read releases logs https://github.com/ocornut/imgui/releases for more details.-- - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).- - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.- - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.- - 2022/01/20 (1.87) - inputs: reworded gamepad IO.-                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.- - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).- - 2022/01/17 (1.87) - inputs: reworked mouse IO.-                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()-                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()-                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()-                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]-                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.-                       read https://github.com/ocornut/imgui/issues/4921 for details.- - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.-                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)-                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)-                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).-                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiKey_ModXXX values.*-                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.-                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.- - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.- - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.- - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)-                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()-                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x-                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());-                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect-                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex- - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings- - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.- - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.- - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):-                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()-                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder- - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().-                        - if you are using official backends from the source tree: you have nothing to do.-                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().- - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.-                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft-                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight-                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.-                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.-                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":-                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)-                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)-                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)-                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.-                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.-                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.-                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).- - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):-                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()- - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.- - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.- - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.- - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.- - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).-                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).-                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).- - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.-                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.-                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.- - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):-                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().-                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg-                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback-                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData- - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).- - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!- - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.- - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures- - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.- - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):-                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend-                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)-                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)-                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT-                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT-                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):-                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.-                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.- - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).- - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).- - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.- - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.- - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.- - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!- - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().-                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).-                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:-                       - if you omitted the 'power' parameter (likely!), you are not affected.-                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.-                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.-                       see https://github.com/ocornut/imgui/issues/3361 for all details.-                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.-                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.-                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.- - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.- - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]- - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.- - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().- - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.- - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.- - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.- - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):-                       - ShowTestWindow()                    -> use ShowDemoWindow()-                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)-                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)-                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)-                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()-                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg-                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding-                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap-                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS- - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.- - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).- - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.- - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.- - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.- - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):-                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed-                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)-                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()-                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)-                       - ImFont::Glyph                       -> use ImFontGlyph- - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.-                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.-                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).-                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.- - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).- - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).- - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.- - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have-                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.-                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.-                       Please reach out if you are affected.- - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).- - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).- - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.- - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).- - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).- - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).- - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!- - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).- - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!- - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).- - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.- - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.- - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.- - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).- - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.-                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.- - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)- - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.-                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.-                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.- - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).- - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).- - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).- - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.- - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.- - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.- - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).- - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).-                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.-                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.-                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.- - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.- - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.- - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.-                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.-                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.-                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.- - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",-                       consistent with other functions. Kept redirection functions (will obsolete).- - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.- - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).- - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.- - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.- - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.- - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.- - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.- - 2018/02/07 (1.60) - reorganized context handling to be more explicit,-                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.-                       - removed Shutdown() function, as DestroyContext() serve this purpose.-                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.-                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.-                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.- - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.- - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).- - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).- - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.- - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.- - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).- - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags- - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.- - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.- - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).- - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).-                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).- - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).- - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).- - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.- - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.-                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.- - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.- - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.- - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.- - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);- - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.- - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.- - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.-                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.-                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)-                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)-                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]- - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!- - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).- - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).- - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).- - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".- - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!-                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).-                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).- - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.- - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.- - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.- - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.- - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).- - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).- - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().- - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.-                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.-                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'- - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse- - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.- - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.- - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().- - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.- - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.- - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.- - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.-                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.-                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:-                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }-                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.- - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().- - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.- - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).- - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.- - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).- - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)- - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).- - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.- - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.- - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.- - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.- - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.-                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.-                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!- - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize- - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.- - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason- - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.-                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.- - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.-                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(-                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.-                     - the signature of the io.RenderDrawListsFn handler has changed!-                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)-                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).-                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'-                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.-                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.-                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.-                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!-                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!- - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.- - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).- - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.- - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence- - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!- - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).- - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).- - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.- - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.- - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).- - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.- - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API- - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.- - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.- - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.- - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing- - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.- - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)- - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.- - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.- - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.- - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior- - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()- - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)- - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.- - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.- - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.-                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];-                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);-                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.- - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()- - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)- - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets- - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)- - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)- - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility- - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()- - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)- - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)- - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()- - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn- - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)- - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite- - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes--- FREQUENTLY ASKED QUESTIONS (FAQ)- ================================-- Read all answers online:-   https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)- Read all answers locally (with a text editor or ideally a Markdown viewer):-   docs/FAQ.md- Some answers are copied down here to facilitate searching in code.-- Q&A: Basics- ===========-- Q: Where is the documentation?- A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.-    - Run the examples/ and explore them.-    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.-    - The demo covers most features of Dear ImGui, so you can read the code and see its output.-    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.-    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the-      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.-    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.-    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.-    - Your programming IDE is your friend, find the type or function declaration to find comments-      associated with it.-- Q: What is this library called?- Q: Which version should I get?- >> This library is called "Dear ImGui", please don't call it "ImGui" :)- >> See https://www.dearimgui.org/faq for details.-- Q&A: Integration- ================-- Q: How to get started?- A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.-- Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?- A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!- >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this.-- Q. How can I enable keyboard controls?- Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)- Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...- Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...- Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...- >> See https://www.dearimgui.org/faq-- Q&A: Usage- ------------ Q: About the ID Stack system..-   - Why is my widget not reacting when I click on it?-   - How can I have widgets with an empty label?-   - How can I have multiple widgets with the same label?-   - How can I have multiple windows with the same label?- Q: How can I display an image? What is ImTextureID, how does it works?- Q: How can I use my own math types instead of ImVec2/ImVec4?- Q: How can I interact with standard C++ types (such as std::string and std::vector)?- Q: How can I display custom shapes? (using low-level ImDrawList API)- >> See https://www.dearimgui.org/faq-- Q&A: Fonts, Text- ================-- Q: How should I handle DPI in my application?- Q: How can I load a different font than the default?- Q: How can I easily use icons in my application?- Q: How can I load multiple fonts?- Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?- >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md-- Q&A: Concerns- =============-- Q: Who uses Dear ImGui?- Q: Can you create elaborate/serious tools with Dear ImGui?- Q: Can you reskin the look of Dear ImGui?- Q: Why using C++ (as opposed to C)?- >> See https://www.dearimgui.org/faq-- Q&A: Community- ==============-- Q: How can I help?- A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!-      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.-      This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.-    - Individuals: you can support continued development via PayPal donations. See README.-    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt-      and see how you want to help and can help!-    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.-      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.-      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.-    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).--*/--//--------------------------------------------------------------------------// [SECTION] INCLUDES-//---------------------------------------------------------------------------#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)-#define _CRT_SECURE_NO_WARNINGS-#endif--#include "imgui.h"-#ifndef IMGUI_DISABLE--#ifndef IMGUI_DEFINE_MATH_OPERATORS-#define IMGUI_DEFINE_MATH_OPERATORS-#endif-#include "imgui_internal.h"--// System includes-#include <ctype.h>      // toupper-#include <stdio.h>      // vsnprintf, sscanf, printf-#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier-#include <stddef.h>     // intptr_t-#else-#include <stdint.h>     // intptr_t-#endif--// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled-#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)-#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS-#endif--// [Windows] OS specific includes (optional)-#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)-#define IMGUI_DISABLE_WIN32_FUNCTIONS-#endif-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)-#ifndef WIN32_LEAN_AND_MEAN-#define WIN32_LEAN_AND_MEAN-#endif-#ifndef NOMINMAX-#define NOMINMAX-#endif-#ifndef __MINGW32__-#include <Windows.h>        // _wfopen, OpenClipboard-#else-#include <windows.h>-#endif-#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions-#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS-#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS-#endif-#endif--// [Apple] OS specific includes-#if defined(__APPLE__)-#include <TargetConditionals.h>-#endif--// Visual Studio warnings-#ifdef _MSC_VER-#pragma warning (disable: 4127)             // condition expression is constant-#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen-#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-#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).-#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).-#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).-#endif--// Clang/GCC warnings with -Weverything-#if defined(__clang__)-#if __has_warning("-Wunknown-warning-option")-#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!-#endif-#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'-#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.-#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.-#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.-#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.-#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.-#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness-#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.-#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0-#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.-#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision-#elif defined(__GNUC__)-// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association.-#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind-#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used-#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size-#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'-#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function-#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value-#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked-#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false-#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--// Debug options-#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL-#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window-#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)--// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.-static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in-static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear--// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)-static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().-static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.-static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 2.00f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.--//--------------------------------------------------------------------------// [SECTION] FORWARD DECLARATIONS-//---------------------------------------------------------------------------static void             SetCurrentWindow(ImGuiWindow* window);-static void             FindHoveredWindow();-static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);-static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);--static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);-static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);--// Settings-static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);-static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);-static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);-static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);-static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);--// Platform Dependents default implementation for IO functions-static const char*      GetClipboardTextFn_DefaultImpl(void* user_data);-static void             SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);-static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);--namespace ImGui-{-// Navigation-static void             NavUpdate();-static void             NavUpdateWindowing();-static void             NavUpdateWindowingOverlay();-static void             NavUpdateCancelRequest();-static void             NavUpdateCreateMoveRequest();-static void             NavUpdateCreateTabbingRequest();-static float            NavUpdatePageUpPageDown();-static inline void      NavUpdateAnyRequestFlag();-static void             NavUpdateCreateWrappingRequest();-static void             NavEndFrame();-static bool             NavScoreItem(ImGuiNavItemData* result);-static void             NavApplyItemToResult(ImGuiNavItemData* result);-static void             NavProcessItem();-static void             NavProcessItemForTabbingRequest(ImGuiID id);-static ImVec2           NavCalcPreferredRefPos();-static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);-static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);-static void             NavRestoreLayer(ImGuiNavLayer layer);-static void             NavRestoreHighlightAfterMove();-static int              FindWindowFocusIndex(ImGuiWindow* window);--// Error Checking and Debug Tools-static void             ErrorCheckNewFrameSanityChecks();-static void             ErrorCheckEndFrameSanityChecks();-static void             UpdateDebugToolItemPicker();-static void             UpdateDebugToolStackQueries();--// Misc-static void             UpdateSettings();-static void             UpdateKeyboardInputs();-static void             UpdateMouseInputs();-static void             UpdateMouseWheel();-static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);-static void             RenderWindowOuterBorders(ImGuiWindow* window);-static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);-static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);-static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);-static void             RenderDimmedBackgrounds();-static ImGuiWindow*     FindBlockingModal(ImGuiWindow* window);--// Viewports-static void             UpdateViewportsNewFrame();--}--//------------------------------------------------------------------------------// [SECTION] CONTEXT AND MEMORY ALLOCATORS-//-------------------------------------------------------------------------------// 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.-// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).-// - 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.-// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).--// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.-// - ImGui::CreateContext() will automatically set this pointer if it is NULL.-//   Change to a different context by calling ImGui::SetCurrentContext().-// - Important: Dear ImGui functions are not thread-safe because of this pointer.-//   If you want thread-safety to allow N threads to access N different contexts:-//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:-//         struct ImGuiContext;-//         extern thread_local ImGuiContext* MyImGuiTLS;-//         #define GImGui MyImGuiTLS-//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.-//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586-//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.-// - DLL users: read comments above.-#ifndef GImGui-ImGuiContext*   GImGui = NULL;-#endif--// Memory Allocator functions. Use SetAllocatorFunctions() to change them.-// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.-// - DLL users: read comments above.-#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS-static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }-static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }-#else-static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }-static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }-#endif-static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;-static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;-static void*                GImAllocatorUserData = NULL;--//------------------------------------------------------------------------------// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)-//-------------------------------------------------------------------------------ImGuiStyle::ImGuiStyle()-{-    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.-    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.-    WindowPadding           = ImVec2(8,8);      // Padding within a window-    WindowRounding          = 0.0f;             // 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.-    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.-    WindowMinSize           = ImVec2(32,32);    // Minimum window size-    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text-    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.-    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows-    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.-    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows-    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.-    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)-    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).-    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.-    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines-    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)-    CellPadding             = ImVec2(4,2);      // Padding within a table cell-    TouchExtraPadding       = ImVec2(0,0);      // 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!-    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).-    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).-    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar-    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar-    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar-    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.-    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.-    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.-    TabBorderSize           = 0.0f;             // Thickness of border around tabs.-    TabMinWidthForCloseButton = 0.0f;           // 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.-    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.-    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.-    SelectableTextAlign     = ImVec2(0.0f,0.0f);// 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.-    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.-    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.-    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.-    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.-    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).-    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).-    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.-    CircleTessellationMaxError = 0.30f;         // 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.--    // Default theme-    ImGui::StyleColorsDark(this);-}--// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.-// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.-void ImGuiStyle::ScaleAllSizes(float scale_factor)-{-    WindowPadding = ImFloor(WindowPadding * scale_factor);-    WindowRounding = ImFloor(WindowRounding * scale_factor);-    WindowMinSize = ImFloor(WindowMinSize * scale_factor);-    ChildRounding = ImFloor(ChildRounding * scale_factor);-    PopupRounding = ImFloor(PopupRounding * scale_factor);-    FramePadding = ImFloor(FramePadding * scale_factor);-    FrameRounding = ImFloor(FrameRounding * scale_factor);-    ItemSpacing = ImFloor(ItemSpacing * scale_factor);-    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);-    CellPadding = ImFloor(CellPadding * scale_factor);-    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);-    IndentSpacing = ImFloor(IndentSpacing * scale_factor);-    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);-    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);-    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);-    GrabMinSize = ImFloor(GrabMinSize * scale_factor);-    GrabRounding = ImFloor(GrabRounding * scale_factor);-    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);-    TabRounding = ImFloor(TabRounding * scale_factor);-    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;-    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);-    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);-    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);-}--ImGuiIO::ImGuiIO()-{-    // Most fields are initialized with zero-    memset(this, 0, sizeof(*this));-    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);--    // Settings-    ConfigFlags = ImGuiConfigFlags_None;-    BackendFlags = ImGuiBackendFlags_None;-    DisplaySize = ImVec2(-1.0f, -1.0f);-    DeltaTime = 1.0f / 60.0f;-    IniSavingRate = 5.0f;-    IniFilename = "imgui.ini"; // Important: "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).-    LogFilename = "imgui_log.txt";-    MouseDoubleClickTime = 0.30f;-    MouseDoubleClickMaxDist = 6.0f;-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO-    for (int i = 0; i < ImGuiKey_COUNT; i++)-        KeyMap[i] = -1;-#endif-    KeyRepeatDelay = 0.275f;-    KeyRepeatRate = 0.050f;-    UserData = NULL;--    Fonts = NULL;-    FontGlobalScale = 1.0f;-    FontDefault = NULL;-    FontAllowUserScaling = false;-    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);--    // Miscellaneous options-    MouseDrawCursor = false;-#ifdef __APPLE__-    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag-#else-    ConfigMacOSXBehaviors = false;-#endif-    ConfigInputTrickleEventQueue = true;-    ConfigInputTextCursorBlink = true;-    ConfigWindowsResizeFromEdges = true;-    ConfigWindowsMoveFromTitleBarOnly = false;-    ConfigMemoryCompactTimer = 60.0f;--    // Platform Functions-    BackendPlatformName = BackendRendererName = NULL;-    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;-    GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations-    SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;-    ClipboardUserData = NULL;-    SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;--    // Input (NB: we already have memset zero the entire structure!)-    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);-    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);-    MouseDragThreshold = 6.0f;-    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;-    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }-    for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;-    AppAcceptingEvents = true;-    BackendUsingLegacyKeyArrays = (ImS8)-1;-    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong-}--// Pass in translated ASCII characters for text input.-// - with glfw you can get those from the callback set in glfwSetCharCallback()-// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message-// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API-void ImGuiIO::AddInputCharacter(unsigned int c)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(&g.IO == this && "Can only add events to current context.");-    if (c == 0 || !AppAcceptingEvents)-        return;--    ImGuiInputEvent e;-    e.Type = ImGuiInputEventType_Text;-    e.Source = ImGuiInputSource_Keyboard;-    e.Text.Char = c;-    g.InputEventsQueue.push_back(e);-}--// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so-// we should save the high surrogate.-void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)-{-    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)-        return;--    if ((c & 0xFC00) == 0xD800) // High surrogate, must save-    {-        if (InputQueueSurrogate != 0)-            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);-        InputQueueSurrogate = c;-        return;-    }--    ImWchar cp = c;-    if (InputQueueSurrogate != 0)-    {-        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate-        {-            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);-        }-        else-        {-#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF-            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar-#else-            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);-#endif-        }--        InputQueueSurrogate = 0;-    }-    AddInputCharacter((unsigned)cp);-}--void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)-{-    if (!AppAcceptingEvents)-        return;-    while (*utf8_chars != 0)-    {-        unsigned int c = 0;-        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);-        if (c != 0)-            AddInputCharacter(c);-    }-}--void ImGuiIO::ClearInputCharacters()-{-    InputQueueCharacters.resize(0);-}--void ImGuiIO::ClearInputKeys()-{-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO-    memset(KeysDown, 0, sizeof(KeysDown));-#endif-    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)-    {-        KeysData[n].Down             = false;-        KeysData[n].DownDuration     = -1.0f;-        KeysData[n].DownDurationPrev = -1.0f;-    }-    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;-    KeyMods = ImGuiModFlags_None;-    for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++)-        NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f;-}--// Queue a new key down/up event.-// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)-// - bool down:          Is the key down? use false to signify a key release.-// - float analog_value: 0.0f..1.0f-void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)-{-    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }-    if (key == ImGuiKey_None || !AppAcceptingEvents)-        return;-    ImGuiContext& g = *GImGui;-    IM_ASSERT(&g.IO == this && "Can only add events to current context.");-    IM_ASSERT(ImGui::IsNamedKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.--    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO-    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");-    if (BackendUsingLegacyKeyArrays == -1)-        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)-            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");-    BackendUsingLegacyKeyArrays = 0;-#endif-    if (ImGui::IsGamepadKey(key))-        BackendUsingLegacyNavInputArray = false;--    // Partial filter of duplicates (not strictly needed, but makes data neater in particular for key mods and gamepad values which are most commonly spmamed)-    ImGuiKeyData* key_data = ImGui::GetKeyData(key);-    if (key_data->Down == down && key_data->AnalogValue == analog_value)-    {-        bool found = false;-        for (int n = g.InputEventsQueue.Size - 1; n >= 0 && !found; n--)-            if (g.InputEventsQueue[n].Type == ImGuiInputEventType_Key && g.InputEventsQueue[n].Key.Key == key)-                found = true;-        if (!found)-            return;-    }--    // Add event-    ImGuiInputEvent e;-    e.Type = ImGuiInputEventType_Key;-    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;-    e.Key.Key = key;-    e.Key.Down = down;-    e.Key.AnalogValue = analog_value;-    g.InputEventsQueue.push_back(e);-}--void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)-{-    if (!AppAcceptingEvents)-        return;-    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);-}--// [Optional] Call after AddKeyEvent().-// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.-// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.-void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)-{-    if (key == ImGuiKey_None)-        return;-    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512-    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey(native_legacy_index)); // >= 0 && <= 511-    IM_UNUSED(native_keycode);  // Yet unused-    IM_UNUSED(native_scancode); // Yet unused--    // Build native->imgui map so old user code can still call key functions with native 0..511 values.-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO-    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;-    if (!ImGui::IsLegacyKey(legacy_key))-        return;-    KeyMap[legacy_key] = key;-    KeyMap[key] = legacy_key;-#else-    IM_UNUSED(key);-    IM_UNUSED(native_legacy_index);-#endif-}--// 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.-void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)-{-    AppAcceptingEvents = accepting_events;-}--// Queue a mouse move event-void ImGuiIO::AddMousePosEvent(float x, float y)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(&g.IO == this && "Can only add events to current context.");-    if (!AppAcceptingEvents)-        return;--    ImGuiInputEvent e;-    e.Type = ImGuiInputEventType_MousePos;-    e.Source = ImGuiInputSource_Mouse;-    e.MousePos.PosX = x;-    e.MousePos.PosY = y;-    g.InputEventsQueue.push_back(e);-}--void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(&g.IO == this && "Can only add events to current context.");-    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);-    if (!AppAcceptingEvents)-        return;--    ImGuiInputEvent e;-    e.Type = ImGuiInputEventType_MouseButton;-    e.Source = ImGuiInputSource_Mouse;-    e.MouseButton.Button = mouse_button;-    e.MouseButton.Down = down;-    g.InputEventsQueue.push_back(e);-}--// Queue a mouse wheel event (most mouse/API will only have a Y component)-void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(&g.IO == this && "Can only add events to current context.");-    if ((wheel_x == 0.0f && wheel_y == 0.0f) || !AppAcceptingEvents)-        return;--    ImGuiInputEvent e;-    e.Type = ImGuiInputEventType_MouseWheel;-    e.Source = ImGuiInputSource_Mouse;-    e.MouseWheel.WheelX = wheel_x;-    e.MouseWheel.WheelY = wheel_y;-    g.InputEventsQueue.push_back(e);-}--void ImGuiIO::AddFocusEvent(bool focused)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(&g.IO == this && "Can only add events to current context.");--    ImGuiInputEvent e;-    e.Type = ImGuiInputEventType_Focus;-    e.AppFocused.Focused = focused;-    g.InputEventsQueue.push_back(e);-}--//------------------------------------------------------------------------------// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)-//-------------------------------------------------------------------------------ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)-{-    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()-    ImVec2 p_last = p1;-    ImVec2 p_closest;-    float p_closest_dist2 = FLT_MAX;-    float t_step = 1.0f / (float)num_segments;-    for (int i_step = 1; i_step <= num_segments; i_step++)-    {-        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);-        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);-        float dist2 = ImLengthSqr(p - p_line);-        if (dist2 < p_closest_dist2)-        {-            p_closest = p_line;-            p_closest_dist2 = dist2;-        }-        p_last = p_current;-    }-    return p_closest;-}--// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp-static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)-{-    float dx = x4 - x1;-    float dy = y4 - y1;-    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);-    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);-    d2 = (d2 >= 0) ? d2 : -d2;-    d3 = (d3 >= 0) ? d3 : -d3;-    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))-    {-        ImVec2 p_current(x4, y4);-        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);-        float dist2 = ImLengthSqr(p - p_line);-        if (dist2 < p_closest_dist2)-        {-            p_closest = p_line;-            p_closest_dist2 = dist2;-        }-        p_last = p_current;-    }-    else if (level < 10)-    {-        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;-        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;-        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;-        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;-        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;-        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;-        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);-        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);-    }-}--// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol-// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.-ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)-{-    IM_ASSERT(tess_tol > 0.0f);-    ImVec2 p_last = p1;-    ImVec2 p_closest;-    float p_closest_dist2 = FLT_MAX;-    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);-    return p_closest;-}--ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)-{-    ImVec2 ap = p - a;-    ImVec2 ab_dir = b - a;-    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;-    if (dot < 0.0f)-        return a;-    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;-    if (dot > ab_len_sqr)-        return b;-    return a + ab_dir * dot / ab_len_sqr;-}--bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)-{-    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;-    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;-    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;-    return ((b1 == b2) && (b2 == b3));-}--void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)-{-    ImVec2 v0 = b - a;-    ImVec2 v1 = c - a;-    ImVec2 v2 = p - a;-    const float denom = v0.x * v1.y - v1.x * v0.y;-    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;-    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;-    out_u = 1.0f - out_v - out_w;-}--ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)-{-    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);-    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);-    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);-    float dist2_ab = ImLengthSqr(p - proj_ab);-    float dist2_bc = ImLengthSqr(p - proj_bc);-    float dist2_ca = ImLengthSqr(p - proj_ca);-    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));-    if (m == dist2_ab)-        return proj_ab;-    if (m == dist2_bc)-        return proj_bc;-    return proj_ca;-}--//------------------------------------------------------------------------------// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)-//-------------------------------------------------------------------------------// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.-int ImStricmp(const char* str1, const char* str2)-{-    int d;-    while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }-    return d;-}--int ImStrnicmp(const char* str1, const char* str2, size_t count)-{-    int d = 0;-    while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }-    return d;-}--void ImStrncpy(char* dst, const char* src, size_t count)-{-    if (count < 1)-        return;-    if (count > 1)-        strncpy(dst, src, count - 1);-    dst[count - 1] = 0;-}--char* ImStrdup(const char* str)-{-    size_t len = strlen(str);-    void* buf = IM_ALLOC(len + 1);-    return (char*)memcpy(buf, (const void*)str, len + 1);-}--char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)-{-    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;-    size_t src_size = strlen(src) + 1;-    if (dst_buf_size < src_size)-    {-        IM_FREE(dst);-        dst = (char*)IM_ALLOC(src_size);-        if (p_dst_size)-            *p_dst_size = src_size;-    }-    return (char*)memcpy(dst, (const void*)src, src_size);-}--const char* ImStrchrRange(const char* str, const char* str_end, char c)-{-    const char* p = (const char*)memchr(str, (int)c, str_end - str);-    return p;-}--int ImStrlenW(const ImWchar* str)-{-    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit-    int n = 0;-    while (*str++) n++;-    return n;-}--// Find end-of-line. Return pointer will point to either first \n, either str_end.-const char* ImStreolRange(const char* str, const char* str_end)-{-    const char* p = (const char*)memchr(str, '\n', str_end - str);-    return p ? p : str_end;-}--const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line-{-    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')-        buf_mid_line--;-    return buf_mid_line;-}--const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)-{-    if (!needle_end)-        needle_end = needle + strlen(needle);--    const char un0 = (char)toupper(*needle);-    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))-    {-        if (toupper(*haystack) == un0)-        {-            const char* b = needle + 1;-            for (const char* a = haystack + 1; b < needle_end; a++, b++)-                if (toupper(*a) != toupper(*b))-                    break;-            if (b == needle_end)-                return haystack;-        }-        haystack++;-    }-    return NULL;-}--// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.-void ImStrTrimBlanks(char* buf)-{-    char* p = buf;-    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks-        p++;-    char* p_start = p;-    while (*p != 0)                         // Find end of string-        p++;-    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks-        p--;-    if (p_start != buf)                     // Copy memory if we had leading blanks-        memmove(buf, p_start, p - p_start);-    buf[p - p_start] = 0;                   // Zero terminate-}--const char* ImStrSkipBlank(const char* str)-{-    while (str[0] == ' ' || str[0] == '\t')-        str++;-    return str;-}--// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).-// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.-// B) When buf==NULL vsnprintf() will return the output size.-#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS--// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)-// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS-// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are-// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)-#ifdef IMGUI_USE_STB_SPRINTF-#define STB_SPRINTF_IMPLEMENTATION-#ifdef IMGUI_STB_SPRINTF_FILENAME-#include IMGUI_STB_SPRINTF_FILENAME-#else-#include "stb_sprintf.h"-#endif-#endif--#if defined(_MSC_VER) && !defined(vsnprintf)-#define vsnprintf _vsnprintf-#endif--int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-#ifdef IMGUI_USE_STB_SPRINTF-    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);-#else-    int w = vsnprintf(buf, buf_size, fmt, args);-#endif-    va_end(args);-    if (buf == NULL)-        return w;-    if (w == -1 || w >= (int)buf_size)-        w = (int)buf_size - 1;-    buf[w] = 0;-    return w;-}--int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)-{-#ifdef IMGUI_USE_STB_SPRINTF-    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);-#else-    int w = vsnprintf(buf, buf_size, fmt, args);-#endif-    if (buf == NULL)-        return w;-    if (w == -1 || w >= (int)buf_size)-        w = (int)buf_size - 1;-    buf[w] = 0;-    return w;-}-#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS--void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)-{-    ImGuiContext& g = *GImGui;-    va_list args;-    va_start(args, fmt);-    int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);-    *out_buf = g.TempBuffer.Data;-    if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }-    va_end(args);-}--void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)-{-    ImGuiContext& g = *GImGui;-    int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);-    *out_buf = g.TempBuffer.Data;-    if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }-}--// CRC32 needs a 1KB lookup table (not cache friendly)-// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:-// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.-static const ImU32 GCrc32LookupTable[256] =-{-    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,-    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,-    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,-    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,-    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,-    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,-    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,-    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,-    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,-    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,-    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,-    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,-    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,-    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,-    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,-    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,-};--// Known size hash-// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.-// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.-ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed)-{-    ImU32 crc = ~seed;-    const unsigned char* data = (const unsigned char*)data_p;-    const ImU32* crc32_lut = GCrc32LookupTable;-    while (data_size-- != 0)-        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];-    return ~crc;-}--// Zero-terminated string hash, with support for ### to reset back to seed value-// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.-// Because this syntax is rarely used we are optimizing for the common case.-// - If we reach ### in the string we discard the hash so far and reset to the seed.-// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)-// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.-ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed)-{-    seed = ~seed;-    ImU32 crc = seed;-    const unsigned char* data = (const unsigned char*)data_p;-    const ImU32* crc32_lut = GCrc32LookupTable;-    if (data_size != 0)-    {-        while (data_size-- != 0)-        {-            unsigned char c = *data++;-            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')-                crc = seed;-            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];-        }-    }-    else-    {-        while (unsigned char c = *data++)-        {-            if (c == '#' && data[0] == '#' && data[1] == '#')-                crc = seed;-            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];-        }-    }-    return ~crc;-}--//------------------------------------------------------------------------------// [SECTION] MISC HELPERS/UTILITIES (File functions)-//-------------------------------------------------------------------------------// Default file functions-#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS--ImFileHandle ImFileOpen(const char* filename, const char* mode)-{-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)-    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.-    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!-    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);-    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);-    ImVector<ImWchar> buf;-    buf.resize(filename_wsize + mode_wsize);-    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);-    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);-    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);-#else-    return fopen(filename, mode);-#endif-}--// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.-bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }-ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }-ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }-ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }-#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS--// Helper: Load file content into memory-// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()-// This can't really be used with "rt" because fseek size won't match read size.-void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)-{-    IM_ASSERT(filename && mode);-    if (out_file_size)-        *out_file_size = 0;--    ImFileHandle f;-    if ((f = ImFileOpen(filename, mode)) == NULL)-        return NULL;--    size_t file_size = (size_t)ImFileGetSize(f);-    if (file_size == (size_t)-1)-    {-        ImFileClose(f);-        return NULL;-    }--    void* file_data = IM_ALLOC(file_size + padding_bytes);-    if (file_data == NULL)-    {-        ImFileClose(f);-        return NULL;-    }-    if (ImFileRead(file_data, 1, file_size, f) != file_size)-    {-        ImFileClose(f);-        IM_FREE(file_data);-        return NULL;-    }-    if (padding_bytes > 0)-        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);--    ImFileClose(f);-    if (out_file_size)-        *out_file_size = file_size;--    return file_data;-}--//------------------------------------------------------------------------------// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)-//-------------------------------------------------------------------------------// Convert UTF-8 to 32-bit character, process single character input.-// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).-// We handle UTF-8 decoding error by skipping forward.-int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)-{-    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };-    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };-    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };-    static const int shiftc[] = { 0, 18, 12, 6, 0 };-    static const int shifte[] = { 0, 6, 4, 2, 0 };-    int len = lengths[*(const unsigned char*)in_text >> 3];-    int wanted = len + !len;--    if (in_text_end == NULL)-        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.--    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,-    // so it is fast even with excessive branching.-    unsigned char s[4];-    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;-    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;-    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;-    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;--    // Assume a four-byte character and load four bytes. Unused bits are shifted out.-    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;-    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;-    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;-    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;-    *out_char >>= shiftc[len];--    // Accumulate the various error conditions.-    int e = 0;-    e  = (*out_char < mins[len]) << 6; // non-canonical encoding-    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?-    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?-    e |= (s[1] & 0xc0) >> 2;-    e |= (s[2] & 0xc0) >> 4;-    e |= (s[3]       ) >> 6;-    e ^= 0x2a; // top two bits of each tail byte correct?-    e >>= shifte[len];--    if (e)-    {-        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.-        // One byte is consumed in case of invalid first byte of in_text.-        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.-        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.-        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);-        *out_char = IM_UNICODE_CODEPOINT_INVALID;-    }--    return wanted;-}--int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)-{-    ImWchar* buf_out = buf;-    ImWchar* buf_end = buf + buf_size;-    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)-    {-        unsigned int c;-        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);-        if (c == 0)-            break;-        *buf_out++ = (ImWchar)c;-    }-    *buf_out = 0;-    if (in_text_remaining)-        *in_text_remaining = in_text;-    return (int)(buf_out - buf);-}--int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)-{-    int char_count = 0;-    while ((!in_text_end || in_text < in_text_end) && *in_text)-    {-        unsigned int c;-        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);-        if (c == 0)-            break;-        char_count++;-    }-    return char_count;-}--// Based on stb_to_utf8() from github.com/nothings/stb/-static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)-{-    if (c < 0x80)-    {-        buf[0] = (char)c;-        return 1;-    }-    if (c < 0x800)-    {-        if (buf_size < 2) return 0;-        buf[0] = (char)(0xc0 + (c >> 6));-        buf[1] = (char)(0x80 + (c & 0x3f));-        return 2;-    }-    if (c < 0x10000)-    {-        if (buf_size < 3) return 0;-        buf[0] = (char)(0xe0 + (c >> 12));-        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));-        buf[2] = (char)(0x80 + ((c ) & 0x3f));-        return 3;-    }-    if (c <= 0x10FFFF)-    {-        if (buf_size < 4) return 0;-        buf[0] = (char)(0xf0 + (c >> 18));-        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));-        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));-        buf[3] = (char)(0x80 + ((c ) & 0x3f));-        return 4;-    }-    // Invalid code point, the max unicode is 0x10FFFF-    return 0;-}--const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)-{-    int count = ImTextCharToUtf8_inline(out_buf, 5, c);-    out_buf[count] = 0;-    return out_buf;-}--// Not optimal but we very rarely use this function.-int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)-{-    unsigned int unused = 0;-    return ImTextCharFromUtf8(&unused, in_text, in_text_end);-}--static inline int ImTextCountUtf8BytesFromChar(unsigned int c)-{-    if (c < 0x80) return 1;-    if (c < 0x800) return 2;-    if (c < 0x10000) return 3;-    if (c <= 0x10FFFF) return 4;-    return 3;-}--int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)-{-    char* buf_p = out_buf;-    const char* buf_end = out_buf + out_buf_size;-    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)-    {-        unsigned int c = (unsigned int)(*in_text++);-        if (c < 0x80)-            *buf_p++ = (char)c;-        else-            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);-    }-    *buf_p = 0;-    return (int)(buf_p - out_buf);-}--int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)-{-    int bytes_count = 0;-    while ((!in_text_end || in_text < in_text_end) && *in_text)-    {-        unsigned int c = (unsigned int)(*in_text++);-        if (c < 0x80)-            bytes_count++;-        else-            bytes_count += ImTextCountUtf8BytesFromChar(c);-    }-    return bytes_count;-}--//------------------------------------------------------------------------------// [SECTION] MISC HELPERS/UTILITIES (Color functions)-// Note: The Convert functions are early design which are not consistent with other API.-//-------------------------------------------------------------------------------IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)-{-    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;-    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);-    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);-    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);-    return IM_COL32(r, g, b, 0xFF);-}--ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)-{-    float s = 1.0f / 255.0f;-    return ImVec4(-        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,-        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,-        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,-        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);-}--ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)-{-    ImU32 out;-    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;-    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;-    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;-    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;-    return out;-}--// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592-// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv-void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)-{-    float K = 0.f;-    if (g < b)-    {-        ImSwap(g, b);-        K = -1.f;-    }-    if (r < g)-    {-        ImSwap(r, g);-        K = -2.f / 6.f - K;-    }--    const float chroma = r - (g < b ? g : b);-    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));-    out_s = chroma / (r + 1e-20f);-    out_v = r;-}--// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593-// also http://en.wikipedia.org/wiki/HSL_and_HSV-void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)-{-    if (s == 0.0f)-    {-        // gray-        out_r = out_g = out_b = v;-        return;-    }--    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);-    int   i = (int)h;-    float f = h - (float)i;-    float p = v * (1.0f - s);-    float q = v * (1.0f - s * f);-    float t = v * (1.0f - s * (1.0f - f));--    switch (i)-    {-    case 0: out_r = v; out_g = t; out_b = p; break;-    case 1: out_r = q; out_g = v; out_b = p; break;-    case 2: out_r = p; out_g = v; out_b = t; break;-    case 3: out_r = p; out_g = q; out_b = v; break;-    case 4: out_r = t; out_g = p; out_b = v; break;-    case 5: default: out_r = v; out_g = p; out_b = q; break;-    }-}--//------------------------------------------------------------------------------// [SECTION] ImGuiStorage-// Helper: Key->value storage-//-------------------------------------------------------------------------------// std::lower_bound but without the bullshit-static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)-{-    ImGuiStorage::ImGuiStoragePair* first = data.Data;-    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;-    size_t count = (size_t)(last - first);-    while (count > 0)-    {-        size_t count2 = count >> 1;-        ImGuiStorage::ImGuiStoragePair* mid = first + count2;-        if (mid->key < key)-        {-            first = ++mid;-            count -= count2 + 1;-        }-        else-        {-            count = count2;-        }-    }-    return first;-}--// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.-void ImGuiStorage::BuildSortByKey()-{-    struct StaticFunc-    {-        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)-        {-            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.-            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;-            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;-            return 0;-        }-    };-    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);-}--int ImGuiStorage::GetInt(ImGuiID key, int default_val) const-{-    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);-    if (it == Data.end() || it->key != key)-        return default_val;-    return it->val_i;-}--bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const-{-    return GetInt(key, default_val ? 1 : 0) != 0;-}--float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const-{-    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);-    if (it == Data.end() || it->key != key)-        return default_val;-    return it->val_f;-}--void* ImGuiStorage::GetVoidPtr(ImGuiID key) const-{-    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);-    if (it == Data.end() || it->key != key)-        return NULL;-    return it->val_p;-}--// 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.-int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)-{-    ImGuiStoragePair* it = LowerBound(Data, key);-    if (it == Data.end() || it->key != key)-        it = Data.insert(it, ImGuiStoragePair(key, default_val));-    return &it->val_i;-}--bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)-{-    return (bool*)GetIntRef(key, default_val ? 1 : 0);-}--float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)-{-    ImGuiStoragePair* it = LowerBound(Data, key);-    if (it == Data.end() || it->key != key)-        it = Data.insert(it, ImGuiStoragePair(key, default_val));-    return &it->val_f;-}--void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)-{-    ImGuiStoragePair* it = LowerBound(Data, key);-    if (it == Data.end() || it->key != key)-        it = Data.insert(it, ImGuiStoragePair(key, default_val));-    return &it->val_p;-}--// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)-void ImGuiStorage::SetInt(ImGuiID key, int val)-{-    ImGuiStoragePair* it = LowerBound(Data, key);-    if (it == Data.end() || it->key != key)-    {-        Data.insert(it, ImGuiStoragePair(key, val));-        return;-    }-    it->val_i = val;-}--void ImGuiStorage::SetBool(ImGuiID key, bool val)-{-    SetInt(key, val ? 1 : 0);-}--void ImGuiStorage::SetFloat(ImGuiID key, float val)-{-    ImGuiStoragePair* it = LowerBound(Data, key);-    if (it == Data.end() || it->key != key)-    {-        Data.insert(it, ImGuiStoragePair(key, val));-        return;-    }-    it->val_f = val;-}--void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)-{-    ImGuiStoragePair* it = LowerBound(Data, key);-    if (it == Data.end() || it->key != key)-    {-        Data.insert(it, ImGuiStoragePair(key, val));-        return;-    }-    it->val_p = val;-}--void ImGuiStorage::SetAllInt(int v)-{-    for (int i = 0; i < Data.Size; i++)-        Data[i].val_i = v;-}--//------------------------------------------------------------------------------// [SECTION] ImGuiTextFilter-//-------------------------------------------------------------------------------// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"-ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077-{-    InputBuf[0] = 0;-    CountGrep = 0;-    if (default_filter)-    {-        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));-        Build();-    }-}--bool ImGuiTextFilter::Draw(const char* label, float width)-{-    if (width != 0.0f)-        ImGui::SetNextItemWidth(width);-    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));-    if (value_changed)-        Build();-    return value_changed;-}--void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const-{-    out->resize(0);-    const char* wb = b;-    const char* we = wb;-    while (we < e)-    {-        if (*we == separator)-        {-            out->push_back(ImGuiTextRange(wb, we));-            wb = we + 1;-        }-        we++;-    }-    if (wb != we)-        out->push_back(ImGuiTextRange(wb, we));-}--void ImGuiTextFilter::Build()-{-    Filters.resize(0);-    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));-    input_range.split(',', &Filters);--    CountGrep = 0;-    for (int i = 0; i != Filters.Size; i++)-    {-        ImGuiTextRange& f = Filters[i];-        while (f.b < f.e && ImCharIsBlankA(f.b[0]))-            f.b++;-        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))-            f.e--;-        if (f.empty())-            continue;-        if (Filters[i].b[0] != '-')-            CountGrep += 1;-    }-}--bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const-{-    if (Filters.empty())-        return true;--    if (text == NULL)-        text = "";--    for (int i = 0; i != Filters.Size; i++)-    {-        const ImGuiTextRange& f = Filters[i];-        if (f.empty())-            continue;-        if (f.b[0] == '-')-        {-            // Subtract-            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)-                return false;-        }-        else-        {-            // Grep-            if (ImStristr(text, text_end, f.b, f.e) != NULL)-                return true;-        }-    }--    // Implicit * grep-    if (CountGrep == 0)-        return true;--    return false;-}--//------------------------------------------------------------------------------// [SECTION] ImGuiTextBuffer-//-------------------------------------------------------------------------------// On some platform vsnprintf() takes va_list by reference and modifies it.-// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.-#ifndef va_copy-#if defined(__GNUC__) || defined(__clang__)-#define va_copy(dest, src) __builtin_va_copy(dest, src)-#else-#define va_copy(dest, src) (dest = src)-#endif-#endif--char ImGuiTextBuffer::EmptyString[1] = { 0 };--void ImGuiTextBuffer::append(const char* str, const char* str_end)-{-    int len = str_end ? (int)(str_end - str) : (int)strlen(str);--    // Add zero-terminator the first time-    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;-    const int needed_sz = write_off + len;-    if (write_off + len >= Buf.Capacity)-    {-        int new_capacity = Buf.Capacity * 2;-        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);-    }--    Buf.resize(needed_sz);-    memcpy(&Buf[write_off - 1], str, (size_t)len);-    Buf[write_off - 1 + len] = 0;-}--void ImGuiTextBuffer::appendf(const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    appendfv(fmt, args);-    va_end(args);-}--// Helper: Text buffer for logging/accumulating text-void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)-{-    va_list args_copy;-    va_copy(args_copy, args);--    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.-    if (len <= 0)-    {-        va_end(args_copy);-        return;-    }--    // Add zero-terminator the first time-    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;-    const int needed_sz = write_off + len;-    if (write_off + len >= Buf.Capacity)-    {-        int new_capacity = Buf.Capacity * 2;-        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);-    }--    Buf.resize(needed_sz);-    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);-    va_end(args_copy);-}--//------------------------------------------------------------------------------// [SECTION] ImGuiListClipper-// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed-// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)-//-------------------------------------------------------------------------------// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.-// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.-static bool GetSkipItemForListClipping()-{-    ImGuiContext& g = *GImGui;-    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);-}--#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS-// Legacy helper to calculate coarse clipping of large list of evenly sized items.-// This legacy API is not ideal because it assume we will return a single contiguous rectangle.-// Prefer using ImGuiListClipper which can returns non-contiguous ranges.-void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (g.LogEnabled)-    {-        // If logging is active, do not perform any clipping-        *out_items_display_start = 0;-        *out_items_display_end = items_count;-        return;-    }-    if (GetSkipItemForListClipping())-    {-        *out_items_display_start = *out_items_display_end = 0;-        return;-    }--    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect-    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.-    ImRect rect = window->ClipRect;-    if (g.NavMoveScoringItems)-        rect.Add(g.NavScoringNoClipRect);-    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)-        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel--    const ImVec2 pos = window->DC.CursorPos;-    int start = (int)((rect.Min.y - pos.y) / items_height);-    int end = (int)((rect.Max.y - pos.y) / items_height);--    // When performing a navigation request, ensure we have one item extra in the direction we are moving to-    // FIXME: Verify this works with tabbing-    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);-    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)-        start--;-    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)-        end++;--    start = ImClamp(start, 0, items_count);-    end = ImClamp(end + 1, start, items_count);-    *out_items_display_start = start;-    *out_items_display_end = end;-}-#endif--static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)-{-    if (ranges.Size - offset <= 1)-        return;--    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)-    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)-        for (int i = offset; i < sort_end + offset; ++i)-            if (ranges[i].Min > ranges[i + 1].Min)-                ImSwap(ranges[i], ranges[i + 1]);--    // Now fuse ranges together as much as possible.-    for (int i = 1 + offset; i < ranges.Size; i++)-    {-        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);-        if (ranges[i - 1].Max < ranges[i].Min)-            continue;-        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);-        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);-        ranges.erase(ranges.Data + i);-        i--;-    }-}--static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)-{-    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.-    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.-    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    float off_y = pos_y - window->DC.CursorPos.y;-    window->DC.CursorPos.y = pos_y;-    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);-    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.-    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.-    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)-        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly-    if (ImGuiTable* table = g.CurrentTable)-    {-        if (table->IsInsideRow)-            ImGui::TableEndRow(table);-        table->RowPosY2 = window->DC.CursorPos.y;-        const int row_increase = (int)((off_y / line_height) + 0.5f);-        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()-        table->RowBgColorCounter += row_increase;-    }-}--static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)-{-    // StartPosY starts from ItemsFrozen hence the subtraction-    // Perform the add and multiply with double to allow seeking through larger ranges-    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;-    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);-    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);-}--ImGuiListClipper::ImGuiListClipper()-{-    memset(this, 0, sizeof(*this));-    ItemsCount = -1;-}--ImGuiListClipper::~ImGuiListClipper()-{-    End();-}--// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1-// Use case B: Begin() called from constructor with items_height>0-// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.-void ImGuiListClipper::Begin(int items_count, float items_height)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    if (ImGuiTable* table = g.CurrentTable)-        if (table->IsInsideRow)-            ImGui::TableEndRow(table);--    StartPosY = window->DC.CursorPos.y;-    ItemsHeight = items_height;-    ItemsCount = items_count;-    DisplayStart = -1;-    DisplayEnd = 0;--    // Acquire temporary buffer-    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)-        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());-    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];-    data->Reset(this);-    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;-    TempData = data;-}--void ImGuiListClipper::End()-{-    ImGuiContext& g = *GImGui;-    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)-    {-        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.-        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)-            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);--        // Restore temporary buffer and fix back pointers which may be invalidated when nesting-        IM_ASSERT(data->ListClipper == this);-        data->StepNo = data->Ranges.Size;-        if (--g.ClipperTempDataStacked > 0)-        {-            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];-            data->ListClipper->TempData = data;-        }-        TempData = NULL;-    }-    ItemsCount = -1;-}--void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)-{-    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;-    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.-    IM_ASSERT(item_min <= item_max);-    if (item_min < item_max)-        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max));-}--bool ImGuiListClipper::Step()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;-    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");--    ImGuiTable* table = g.CurrentTable;-    if (table && table->IsInsideRow)-        ImGui::TableEndRow(table);--    // No items-    if (ItemsCount == 0 || GetSkipItemForListClipping())-        return (void)End(), false;--    // While we are in frozen row state, keep displaying items one by one, unclipped-    // FIXME: Could be stored as a table-agnostic state.-    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)-    {-        DisplayStart = data->ItemsFrozen;-        DisplayEnd = data->ItemsFrozen + 1;-        if (DisplayStart >= ItemsCount)-            return (void)End(), false;-        data->ItemsFrozen++;-        return true;-    }--    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)-    bool calc_clipping = false;-    if (data->StepNo == 0)-    {-        StartPosY = window->DC.CursorPos.y;-        if (ItemsHeight <= 0.0f)-        {-            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)-            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));-            DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);-            DisplayEnd = ImMin(data->Ranges[0].Max, ItemsCount);-            if (DisplayStart == DisplayEnd)-                return (void)End(), false;-            data->StepNo = 1;-            return true;-        }-        calc_clipping = true;   // If on the first step with known item height, calculate clipping.-    }--    // Step 1: Let the clipper infer height from first range-    if (ItemsHeight <= 0.0f)-    {-        IM_ASSERT(data->StepNo == 1);-        if (table)-            IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y);--        ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart);-        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);-        if (affected_by_floating_point_precision)-            ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.--        IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");-        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.-    }--    // Step 0 or 1: Calculate the actual ranges of visible elements.-    const int already_submitted = DisplayEnd;-    if (calc_clipping)-    {-        if (g.LogEnabled)-        {-            // If logging is active, do not perform any clipping-            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, ItemsCount));-        }-        else-        {-            // Add range selected to be included for navigation-            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);-            if (is_nav_request)-                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));-            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)-                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount));--            // Add focused/active item-            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);-            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)-                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));--            // Add visible range-            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;-            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;-            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));-        }--        // Convert position ranges to item index ranges-        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.-        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,-        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.-        for (int i = 0; i < data->Ranges.Size; i++)-            if (data->Ranges[i].PosToIndexConvert)-            {-                int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight);-                int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight) + 0.999999f);-                data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, ItemsCount - 1);-                data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, ItemsCount);-                data->Ranges[i].PosToIndexConvert = false;-            }-        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);-    }--    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.-    if (data->StepNo < data->Ranges.Size)-    {-        DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);-        DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, ItemsCount);-        if (DisplayStart > already_submitted) //-V1051-            ImGuiListClipper_SeekCursorForItem(this, DisplayStart);-        data->StepNo++;-        return true;-    }--    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),-    // Advance the cursor to the end of the list and then returns 'false' to end the loop.-    if (ItemsCount < INT_MAX)-        ImGuiListClipper_SeekCursorForItem(this, ItemsCount);--    End();-    return false;-}--//------------------------------------------------------------------------------// [SECTION] STYLING-//-------------------------------------------------------------------------------ImGuiStyle& ImGui::GetStyle()-{-    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");-    return GImGui->Style;-}--ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)-{-    ImGuiStyle& style = GImGui->Style;-    ImVec4 c = style.Colors[idx];-    c.w *= style.Alpha * alpha_mul;-    return ColorConvertFloat4ToU32(c);-}--ImU32 ImGui::GetColorU32(const ImVec4& col)-{-    ImGuiStyle& style = GImGui->Style;-    ImVec4 c = col;-    c.w *= style.Alpha;-    return ColorConvertFloat4ToU32(c);-}--const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)-{-    ImGuiStyle& style = GImGui->Style;-    return style.Colors[idx];-}--ImU32 ImGui::GetColorU32(ImU32 col)-{-    ImGuiStyle& style = GImGui->Style;-    if (style.Alpha >= 1.0f)-        return col;-    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;-    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.-    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);-}--// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32-void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)-{-    ImGuiContext& g = *GImGui;-    ImGuiColorMod backup;-    backup.Col = idx;-    backup.BackupValue = g.Style.Colors[idx];-    g.ColorStack.push_back(backup);-    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);-}--void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)-{-    ImGuiContext& g = *GImGui;-    ImGuiColorMod backup;-    backup.Col = idx;-    backup.BackupValue = g.Style.Colors[idx];-    g.ColorStack.push_back(backup);-    g.Style.Colors[idx] = col;-}--void ImGui::PopStyleColor(int count)-{-    ImGuiContext& g = *GImGui;-    while (count > 0)-    {-        ImGuiColorMod& backup = g.ColorStack.back();-        g.Style.Colors[backup.Col] = backup.BackupValue;-        g.ColorStack.pop_back();-        count--;-    }-}--struct ImGuiStyleVarInfo-{-    ImGuiDataType   Type;-    ImU32           Count;-    ImU32           Offset;-    void*           GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); }-};--static const ImGuiStyleVarInfo GStyleVarInfo[] =-{-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha-    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize-    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize-    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize-    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize-    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing-    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing-    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding-    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding-    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign-    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign-};--static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)-{-    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);-    IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);-    return &GStyleVarInfo[idx];-}--void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)-{-    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);-    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)-    {-        ImGuiContext& g = *GImGui;-        float* pvar = (float*)var_info->GetVarPtr(&g.Style);-        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));-        *pvar = val;-        return;-    }-    IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!");-}--void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)-{-    const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx);-    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)-    {-        ImGuiContext& g = *GImGui;-        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);-        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));-        *pvar = val;-        return;-    }-    IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!");-}--void ImGui::PopStyleVar(int count)-{-    ImGuiContext& g = *GImGui;-    while (count > 0)-    {-        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.-        ImGuiStyleMod& backup = g.StyleVarStack.back();-        const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx);-        void* data = info->GetVarPtr(&g.Style);-        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }-        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }-        g.StyleVarStack.pop_back();-        count--;-    }-}--const char* ImGui::GetStyleColorName(ImGuiCol idx)-{-    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";-    switch (idx)-    {-    case ImGuiCol_Text: return "Text";-    case ImGuiCol_TextDisabled: return "TextDisabled";-    case ImGuiCol_WindowBg: return "WindowBg";-    case ImGuiCol_ChildBg: return "ChildBg";-    case ImGuiCol_PopupBg: return "PopupBg";-    case ImGuiCol_Border: return "Border";-    case ImGuiCol_BorderShadow: return "BorderShadow";-    case ImGuiCol_FrameBg: return "FrameBg";-    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";-    case ImGuiCol_FrameBgActive: return "FrameBgActive";-    case ImGuiCol_TitleBg: return "TitleBg";-    case ImGuiCol_TitleBgActive: return "TitleBgActive";-    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";-    case ImGuiCol_MenuBarBg: return "MenuBarBg";-    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";-    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";-    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";-    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";-    case ImGuiCol_CheckMark: return "CheckMark";-    case ImGuiCol_SliderGrab: return "SliderGrab";-    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";-    case ImGuiCol_Button: return "Button";-    case ImGuiCol_ButtonHovered: return "ButtonHovered";-    case ImGuiCol_ButtonActive: return "ButtonActive";-    case ImGuiCol_Header: return "Header";-    case ImGuiCol_HeaderHovered: return "HeaderHovered";-    case ImGuiCol_HeaderActive: return "HeaderActive";-    case ImGuiCol_Separator: return "Separator";-    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";-    case ImGuiCol_SeparatorActive: return "SeparatorActive";-    case ImGuiCol_ResizeGrip: return "ResizeGrip";-    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";-    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";-    case ImGuiCol_Tab: return "Tab";-    case ImGuiCol_TabHovered: return "TabHovered";-    case ImGuiCol_TabActive: return "TabActive";-    case ImGuiCol_TabUnfocused: return "TabUnfocused";-    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";-    case ImGuiCol_PlotLines: return "PlotLines";-    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";-    case ImGuiCol_PlotHistogram: return "PlotHistogram";-    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";-    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";-    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";-    case ImGuiCol_TableBorderLight: return "TableBorderLight";-    case ImGuiCol_TableRowBg: return "TableRowBg";-    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";-    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";-    case ImGuiCol_DragDropTarget: return "DragDropTarget";-    case ImGuiCol_NavHighlight: return "NavHighlight";-    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";-    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";-    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";-    }-    IM_ASSERT(0);-    return "Unknown";-}---//------------------------------------------------------------------------------// [SECTION] RENDER HELPERS-// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,-// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.-// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.-//-------------------------------------------------------------------------------const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)-{-    const char* text_display_end = text;-    if (!text_end)-        text_end = (const char*)-1;--    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))-        text_display_end++;-    return text_display_end;-}--// Internal ImGui functions to render text-// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()-void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    // Hide anything after a '##' string-    const char* text_display_end;-    if (hide_text_after_hash)-    {-        text_display_end = FindRenderedTextEnd(text, text_end);-    }-    else-    {-        if (!text_end)-            text_end = text + strlen(text); // FIXME-OPT-        text_display_end = text_end;-    }--    if (text != text_display_end)-    {-        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);-        if (g.LogEnabled)-            LogRenderedText(&pos, text, text_display_end);-    }-}--void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    if (!text_end)-        text_end = text + strlen(text); // FIXME-OPT--    if (text != text_end)-    {-        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);-        if (g.LogEnabled)-            LogRenderedText(&pos, text, text_end);-    }-}--// Default clip_rect uses (pos_min,pos_max)-// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)-void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)-{-    // Perform CPU side clipping for single clipped element to avoid using scissor state-    ImVec2 pos = pos_min;-    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);--    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;-    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;-    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);-    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min-        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);--    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.-    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);-    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);--    // Render-    if (need_clipping)-    {-        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);-        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);-    }-    else-    {-        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);-    }-}--void ImGui::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, const ImRect* clip_rect)-{-    // Hide anything after a '##' string-    const char* text_display_end = FindRenderedTextEnd(text, text_end);-    const int text_len = (int)(text_display_end - text);-    if (text_len == 0)-        return;--    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);-    if (g.LogEnabled)-        LogRenderedText(&pos_min, text, text_display_end);-}---// Another overly complex function until we reorganize everything into a nice all-in-one helper.-// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.-// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.-void ImGui::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_full, const ImVec2* text_size_if_known)-{-    ImGuiContext& g = *GImGui;-    if (text_end_full == NULL)-        text_end_full = FindRenderedTextEnd(text);-    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);--    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));-    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));-    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));-    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.-    if (text_size.x > pos_max.x - pos_min.x)-    {-        // Hello wo...-        // |       |   |-        // min   max   ellipsis_max-        //          <-> this is generally some padding value--        const ImFont* font = draw_list->_Data->Font;-        const float font_size = draw_list->_Data->FontSize;-        const char* text_end_ellipsis = NULL;--        ImWchar ellipsis_char = font->EllipsisChar;-        int ellipsis_char_count = 1;-        if (ellipsis_char == (ImWchar)-1)-        {-            ellipsis_char = font->DotChar;-            ellipsis_char_count = 3;-        }-        const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char);--        float ellipsis_glyph_width = glyph->X1;                 // Width of the glyph with no padding on either side-        float ellipsis_total_width = ellipsis_glyph_width;      // Full width of entire ellipsis--        if (ellipsis_char_count > 1)-        {-            // Full ellipsis size without free spacing after it.-            const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize);-            ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots;-            ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots;-        }--        // We can now claim the space between pos_max.x and ellipsis_max.x-        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f);-        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;-        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)-        {-            // Always display at least 1 character if there's no room for character + ellipsis-            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);-            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;-        }-        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))-        {-            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)-            text_end_ellipsis--;-            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte-        }--        // Render text, render ellipsis-        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));-        float ellipsis_x = pos_min.x + text_size_clipped_x;-        if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x)-            for (int i = 0; i < ellipsis_char_count; i++)-            {-                font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char);-                ellipsis_x += ellipsis_glyph_width;-            }-    }-    else-    {-        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));-    }--    if (g.LogEnabled)-        LogRenderedText(&pos_min, text, text_end_full);-}--// Render a rectangle shaped with optional rounding and borders-void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);-    const float border_size = g.Style.FrameBorderSize;-    if (border && border_size > 0.0f)-    {-        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);-        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);-    }-}--void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    const float border_size = g.Style.FrameBorderSize;-    if (border_size > 0.0f)-    {-        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);-        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);-    }-}--void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)-{-    ImGuiContext& g = *GImGui;-    if (id != g.NavId)-        return;-    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))-        return;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->DC.NavHideHighlightOneFrame)-        return;--    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;-    ImRect display_rect = bb;-    display_rect.ClipWith(window->ClipRect);-    if (flags & ImGuiNavHighlightFlags_TypeDefault)-    {-        const float THICKNESS = 2.0f;-        const float DISTANCE = 3.0f + THICKNESS * 0.5f;-        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));-        bool fully_visible = window->ClipRect.Contains(display_rect);-        if (!fully_visible)-            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);-        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);-        if (!fully_visible)-            window->DrawList->PopClipRect();-    }-    if (flags & ImGuiNavHighlightFlags_TypeThin)-    {-        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);-    }-}--void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);-    for (int n = 0; n < g.Viewports.Size; n++)-    {-        ImGuiViewportP* viewport = g.Viewports[n];-        ImDrawList* draw_list = GetForegroundDrawList(viewport);-        ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;-        ImVec2 offset, size, uv[4];-        if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))-        {-            const ImVec2 pos = base_pos - offset;-            const float scale = base_scale;-            ImTextureID tex_id = font_atlas->TexID;-            draw_list->PushTextureID(tex_id);-            draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);-            draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);-            draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);-            draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);-            draw_list->PopTextureID();-        }-    }-}---//------------------------------------------------------------------------------// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)-//-------------------------------------------------------------------------------// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods-ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL)-{-    memset(this, 0, sizeof(*this));-    Name = ImStrdup(name);-    NameBufLen = (int)strlen(name) + 1;-    ID = ImHashStr(name);-    IDStack.push_back(ID);-    MoveId = GetID("#MOVE");-    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);-    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);-    AutoFitFramesX = AutoFitFramesY = -1;-    AutoPosLastDirection = ImGuiDir_None;-    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;-    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);-    LastFrameActive = -1;-    LastTimeActive = -1.0f;-    FontWindowScale = 1.0f;-    SettingsOffset = -1;-    DrawList = &DrawListInst;-    DrawList->_Data = &context->DrawListSharedData;-    DrawList->_OwnerName = Name;-}--ImGuiWindow::~ImGuiWindow()-{-    IM_ASSERT(DrawList == &DrawListInst);-    IM_DELETE(Name);-    ColumnsStorage.clear_destruct();-}--ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)-{-    ImGuiID seed = IDStack.back();-    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);-    ImGuiContext& g = *GImGui;-    if (g.DebugHookIdInfo == id)-        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);-    return id;-}--ImGuiID ImGuiWindow::GetID(const void* ptr)-{-    ImGuiID seed = IDStack.back();-    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);-    ImGuiContext& g = *GImGui;-    if (g.DebugHookIdInfo == id)-        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);-    return id;-}--ImGuiID ImGuiWindow::GetID(int n)-{-    ImGuiID seed = IDStack.back();-    ImGuiID id = ImHashData(&n, sizeof(n), seed);-    ImGuiContext& g = *GImGui;-    if (g.DebugHookIdInfo == id)-        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);-    return id;-}--// This is only used in rare/specific situations to manufacture an ID out of nowhere.-ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)-{-    ImGuiID seed = IDStack.back();-    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);-    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);-    return id;-}--static void SetCurrentWindow(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    g.CurrentWindow = window;-    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;-    if (window)-        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();-}--void ImGui::GcCompactTransientMiscBuffers()-{-    ImGuiContext& g = *GImGui;-    g.ItemFlagsStack.clear();-    g.GroupStack.clear();-    TableGcCompactSettings();-}--// Free up/compact internal window buffers, we can use this when a window becomes unused.-// Not freed:-// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)-// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.-void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)-{-    window->MemoryCompacted = true;-    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;-    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;-    window->IDStack.clear();-    window->DrawList->_ClearFreeMemory();-    window->DC.ChildWindows.clear();-    window->DC.ItemWidthStack.clear();-    window->DC.TextWrapPosStack.clear();-}--void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)-{-    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.-    // The other buffers tends to amortize much faster.-    window->MemoryCompacted = false;-    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);-    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);-    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;-}--void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;--    // While most behaved code would make an effort to not steal active id during window move/drag operations,-    // we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch-    // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.-    if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)-    {-        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");-        g.MovingWindow = NULL;-    }--    // Set active id-    g.ActiveIdIsJustActivated = (g.ActiveId != id);-    if (g.ActiveIdIsJustActivated)-    {-        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");-        g.ActiveIdTimer = 0.0f;-        g.ActiveIdHasBeenPressedBefore = false;-        g.ActiveIdHasBeenEditedBefore = false;-        g.ActiveIdMouseButton = -1;-        if (id != 0)-        {-            g.LastActiveId = id;-            g.LastActiveIdTimer = 0.0f;-        }-    }-    g.ActiveId = id;-    g.ActiveIdAllowOverlap = false;-    g.ActiveIdNoClearOnFocusLoss = false;-    g.ActiveIdWindow = window;-    g.ActiveIdHasBeenEditedThisFrame = false;-    if (id)-    {-        g.ActiveIdIsAlive = id;-        g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;-    }--    // Clear declaration of inputs claimed by the widget-    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)-    g.ActiveIdUsingMouseWheel = false;-    g.ActiveIdUsingNavDirMask = 0x00;-    g.ActiveIdUsingNavInputMask = 0x00;-    g.ActiveIdUsingKeyInputMask.ClearAllBits();-}--void ImGui::ClearActiveID()-{-    SetActiveID(0, NULL); // g.ActiveId = 0;-}--void ImGui::SetHoveredID(ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    g.HoveredId = id;-    g.HoveredIdAllowOverlap = false;-    g.HoveredIdUsingMouseWheel = false;-    if (id != 0 && g.HoveredIdPreviousFrame != id)-        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;-}--ImGuiID ImGui::GetHoveredID()-{-    ImGuiContext& g = *GImGui;-    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;-}--// This is called by ItemAdd().-// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().-void ImGui::KeepAliveID(ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    if (g.ActiveId == id)-        g.ActiveIdIsAlive = id;-    if (g.ActiveIdPreviousFrame == id)-        g.ActiveIdPreviousFrameIsAlive = true;-}--void ImGui::MarkItemEdited(ImGuiID id)-{-    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().-    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);-    IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.-    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);-    g.ActiveIdHasBeenEditedThisFrame = true;-    g.ActiveIdHasBeenEditedBefore = true;-    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;-}--static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)-{-    // An active popup disable hovering on other windows (apart from its own children)-    // FIXME-OPT: This could be cached/stored within the window.-    ImGuiContext& g = *GImGui;-    if (g.NavWindow)-        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)-            if (focused_root_window->WasActive && focused_root_window != window->RootWindow)-            {-                // For the purpose of those flags we differentiate "standard popup" from "modal popup"-                // NB: The order of those two tests is important because Modal windows are also Popups.-                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)-                    return false;-                if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))-                    return false;-            }-    return true;-}--// This is roughly matching the behavior of internal-facing ItemHoverable()-// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()-// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId-bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))-    {-        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))-            return false;-        if (!IsItemFocused())-            return false;-    }-    else-    {-        // Test for bounding box overlap, as updated as ItemAdd()-        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;-        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))-            return false;-        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0);   // Flags not supported by this function--        // Test if we are hovering the right window (our window could be behind another window)-        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)-        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable-        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was-        // the test that has been running for a long while.-        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)-            if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)-                return false;--        // Test if another item is active (e.g. being dragged)-        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)-            if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)-                return false;--        // Test if interactions on this window are blocked by an active popup or modal.-        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.-        if (!IsWindowContentHoverable(window, flags))-            return false;--        // Test if the item is disabled-        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))-            return false;--        // Special handling for calling after Begin() which represent the title bar or tab.-        // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.-        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)-            return false;-    }--    return true;-}--// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().-bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)-        return false;--    ImGuiWindow* window = g.CurrentWindow;-    if (g.HoveredWindow != window)-        return false;-    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)-        return false;-    if (!IsMouseHoveringRect(bb.Min, bb.Max))-        return false;-    if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None))-    {-        g.HoveredIdDisabled = true;-        return false;-    }--    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level-    // hover test in widgets code. We could also decide to split this function is two.-    if (id != 0)-        SetHoveredID(id);--    // When disabled we'll return false but still set HoveredId-    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);-    if (item_flags & ImGuiItemFlags_Disabled)-    {-        // Release active id if turning disabled-        if (g.ActiveId == id)-            ClearActiveID();-        g.HoveredIdDisabled = true;-        return false;-    }--    if (id != 0)-    {-        // [DEBUG] Item Picker tool!-        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making-        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered-        // items if we perform the test in ItemAdd(), but that would incur a small runtime cost.-        // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd().-        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)-            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));-        if (g.DebugItemPickerBreakId == id)-            IM_DEBUG_BREAK();-    }--    if (g.NavDisableMouseHover)-        return false;--    return true;-}--bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (!bb.Overlaps(window->ClipRect))-        if (id == 0 || (id != g.ActiveId && id != g.NavId))-            if (!g.LogEnabled)-                return true;-    return false;-}--// This is also inlined in ItemAdd()-// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect!-void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)-{-    ImGuiContext& g = *GImGui;-    g.LastItemData.ID = item_id;-    g.LastItemData.InFlags = in_flags;-    g.LastItemData.StatusFlags = item_flags;-    g.LastItemData.Rect = item_rect;-}--float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)-{-    if (wrap_pos_x < 0.0f)-        return 0.0f;--    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (wrap_pos_x == 0.0f)-    {-        // We could decide to setup a default wrapping max point for auto-resizing windows,-        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?-        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))-        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);-        //else-        wrap_pos_x = window->WorkRect.Max.x;-    }-    else if (wrap_pos_x > 0.0f)-    {-        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space-    }--    return ImMax(wrap_pos_x - pos.x, 1.0f);-}--// IM_ALLOC() == ImGui::MemAlloc()-void* ImGui::MemAlloc(size_t size)-{-    if (ImGuiContext* ctx = GImGui)-        ctx->IO.MetricsActiveAllocations++;-    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);-}--// IM_FREE() == ImGui::MemFree()-void ImGui::MemFree(void* ptr)-{-    if (ptr)-        if (ImGuiContext* ctx = GImGui)-            ctx->IO.MetricsActiveAllocations--;-    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);-}--const char* ImGui::GetClipboardText()-{-    ImGuiContext& g = *GImGui;-    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";-}--void ImGui::SetClipboardText(const char* text)-{-    ImGuiContext& g = *GImGui;-    if (g.IO.SetClipboardTextFn)-        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);-}--const char* ImGui::GetVersion()-{-    return IMGUI_VERSION;-}--// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself-// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module-ImGuiContext* ImGui::GetCurrentContext()-{-    return GImGui;-}--void ImGui::SetCurrentContext(ImGuiContext* ctx)-{-#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC-    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.-#else-    GImGui = ctx;-#endif-}--void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)-{-    GImAllocatorAllocFunc = alloc_func;-    GImAllocatorFreeFunc = free_func;-    GImAllocatorUserData = user_data;-}--// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)-void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)-{-    *p_alloc_func = GImAllocatorAllocFunc;-    *p_free_func = GImAllocatorFreeFunc;-    *p_user_data = GImAllocatorUserData;-}--ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)-{-    ImGuiContext* prev_ctx = GetCurrentContext();-    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);-    SetCurrentContext(ctx);-    Initialize();-    if (prev_ctx != NULL)-        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.-    return ctx;-}--void ImGui::DestroyContext(ImGuiContext* ctx)-{-    ImGuiContext* prev_ctx = GetCurrentContext();-    if (ctx == NULL) //-V1051-        ctx = prev_ctx;-    SetCurrentContext(ctx);-    Shutdown();-    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);-    IM_DELETE(ctx);-}--// No specific ordering/dependency support, will see as needed-ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)-{-    ImGuiContext& g = *ctx;-    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);-    g.Hooks.push_back(*hook);-    g.Hooks.back().HookId = ++g.HookIdNext;-    return g.HookIdNext;-}--// Deferred removal, avoiding issue with changing vector while iterating it-void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)-{-    ImGuiContext& g = *ctx;-    IM_ASSERT(hook_id != 0);-    for (int n = 0; n < g.Hooks.Size; n++)-        if (g.Hooks[n].HookId == hook_id)-            g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;-}--// Call context hooks (used by e.g. test engine)-// We assume a small number of hooks so all stored in same array-void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)-{-    ImGuiContext& g = *ctx;-    for (int n = 0; n < g.Hooks.Size; n++)-        if (g.Hooks[n].Type == hook_type)-            g.Hooks[n].Callback(&g, &g.Hooks[n]);-}--ImGuiIO& ImGui::GetIO()-{-    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");-    return GImGui->IO;-}--// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()-ImDrawData* ImGui::GetDrawData()-{-    ImGuiContext& g = *GImGui;-    ImGuiViewportP* viewport = g.Viewports[0];-    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;-}--double ImGui::GetTime()-{-    return GImGui->Time;-}--int ImGui::GetFrameCount()-{-    return GImGui->FrameCount;-}--static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)-{-    // Create the draw list on demand, because they are not frequently used for all viewports-    ImGuiContext& g = *GImGui;-    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));-    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];-    if (draw_list == NULL)-    {-        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);-        draw_list->_OwnerName = drawlist_name;-        viewport->DrawLists[drawlist_no] = draw_list;-    }--    // Our ImDrawList system requires that there is always a command-    if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)-    {-        draw_list->_ResetForNewFrame();-        draw_list->PushTextureID(g.IO.Fonts->TexID);-        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);-        viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;-    }-    return draw_list;-}--ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)-{-    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");-}--ImDrawList* ImGui::GetBackgroundDrawList()-{-    ImGuiContext& g = *GImGui;-    return GetBackgroundDrawList(g.Viewports[0]);-}--ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)-{-    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");-}--ImDrawList* ImGui::GetForegroundDrawList()-{-    ImGuiContext& g = *GImGui;-    return GetForegroundDrawList(g.Viewports[0]);-}--ImDrawListSharedData* ImGui::GetDrawListSharedData()-{-    return &GImGui->DrawListSharedData;-}--void ImGui::StartMouseMovingWindow(ImGuiWindow* window)-{-    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.-    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.-    // This is because we want ActiveId to be set even when the window is not permitted to move.-    ImGuiContext& g = *GImGui;-    FocusWindow(window);-    SetActiveID(window->MoveId, window);-    g.NavDisableHighlight = true;-    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;-    g.ActiveIdNoClearOnFocusLoss = true;-    SetActiveIdUsingNavAndKeys();--    bool can_move_window = true;-    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))-        can_move_window = false;-    if (can_move_window)-        g.MovingWindow = window;-}--// Handle mouse moving window-// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()-// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.-// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,-// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.-void ImGui::UpdateMouseMovingWindowNewFrame()-{-    ImGuiContext& g = *GImGui;-    if (g.MovingWindow != NULL)-    {-        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).-        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.-        KeepAliveID(g.ActiveId);-        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);-        ImGuiWindow* moving_window = g.MovingWindow->RootWindow;-        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))-        {-            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;-            SetWindowPos(moving_window, pos, ImGuiCond_Always);-            FocusWindow(g.MovingWindow);-        }-        else-        {-            g.MovingWindow = NULL;-            ClearActiveID();-        }-    }-    else-    {-        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.-        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)-        {-            KeepAliveID(g.ActiveId);-            if (!g.IO.MouseDown[0])-                ClearActiveID();-        }-    }-}--// Initiate moving window when clicking on empty space or title bar.-// Handle left-click and right-click focus.-void ImGui::UpdateMouseMovingWindowEndFrame()-{-    ImGuiContext& g = *GImGui;-    if (g.ActiveId != 0 || g.HoveredId != 0)-        return;--    // Unless we just made a window/popup appear-    if (g.NavWindow && g.NavWindow->Appearing)-        return;--    // Click on empty space to focus window and start moving-    // (after we're done with all our widgets)-    if (g.IO.MouseClicked[0])-    {-        // Handle the edge case of a popup being closed while clicking in its empty space.-        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.-        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;-        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);--        if (root_window != NULL && !is_closed_popup)-        {-            StartMouseMovingWindow(g.HoveredWindow); //-V595--            // Cancel moving if clicked outside of title bar-            if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))-                if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))-                    g.MovingWindow = NULL;--            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)-            if (g.HoveredIdDisabled)-                g.MovingWindow = NULL;-        }-        else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)-        {-            // Clicking on void disable focus-            FocusWindow(NULL);-        }-    }--    // With right mouse button we close popups without changing focus based on where the mouse is aimed-    // Instead, focus will be restored to the window under the bottom-most closed popup.-    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)-    if (g.IO.MouseClicked[1])-    {-        // Find the top-most window between HoveredWindow and the top-most Modal Window.-        // This is where we can trim the popup stack.-        ImGuiWindow* modal = GetTopMostPopupModal();-        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));-        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);-    }-}--static bool IsWindowActiveAndVisible(ImGuiWindow* window)-{-    return (window->Active) && (!window->Hidden);-}--static void ImGui::UpdateKeyboardInputs()-{-    ImGuiContext& g = *GImGui;-    ImGuiIO& io = g.IO;--    // Import legacy keys or verify they are not used-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO-    if (io.BackendUsingLegacyKeyArrays == 0)-    {-        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.-        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)-            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown(n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");-    }-    else-    {-        if (g.FrameCount == 0)-            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)-                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");--        // Build reverse KeyMap (Named -> Legacy)-        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)-            if (io.KeyMap[n] != -1)-            {-                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));-                io.KeyMap[io.KeyMap[n]] = n;-            }--        // Import legacy keys into new ones-        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)-            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)-            {-                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);-                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));-                io.KeysData[key].Down = io.KeysDown[n];-                if (key != n)-                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends-                io.BackendUsingLegacyKeyArrays = 1;-            }-        if (io.BackendUsingLegacyKeyArrays == 1)-        {-            io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl;-            io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift;-            io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt;-            io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper;-        }-    }-#endif--    // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools-    io.KeyMods = GetMergedModFlags();--    // Clear gamepad data if disabled-    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)-        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)-        {-            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;-            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;-        }--    // Update keys-    for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++)-    {-        ImGuiKeyData* key_data = &io.KeysData[i];-        key_data->DownDurationPrev = key_data->DownDuration;-        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;-    }-}--static void ImGui::UpdateMouseInputs()-{-    ImGuiContext& g = *GImGui;-    ImGuiIO& io = g.IO;--    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)-    if (IsMousePosValid(&io.MousePos))-        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);--    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta-    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))-        io.MouseDelta = io.MousePos - io.MousePosPrev;-    else-        io.MouseDelta = ImVec2(0.0f, 0.0f);--    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.-    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)-        g.NavDisableMouseHover = false;--    io.MousePosPrev = io.MousePos;-    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)-    {-        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;-        io.MouseClickedCount[i] = 0; // Will be filled below-        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;-        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];-        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;-        if (io.MouseClicked[i])-        {-            bool is_repeated_click = false;-            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)-            {-                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);-                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)-                    is_repeated_click = true;-            }-            if (is_repeated_click)-                io.MouseClickedLastCount[i]++;-            else-                io.MouseClickedLastCount[i] = 1;-            io.MouseClickedTime[i] = g.Time;-            io.MouseClickedPos[i] = io.MousePos;-            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];-            io.MouseDragMaxDistanceSqr[i] = 0.0f;-        }-        else if (io.MouseDown[i])-        {-            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold-            float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;-            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);-        }--        // We provide io.MouseDoubleClicked[] as a legacy service-        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);--        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation-        if (io.MouseClicked[i])-            g.NavDisableMouseHover = false;-    }-}--static void StartLockWheelingWindow(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    if (g.WheelingWindow == window)-        return;-    g.WheelingWindow = window;-    g.WheelingWindowRefMousePos = g.IO.MousePos;-    g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER;-}--void ImGui::UpdateMouseWheel()-{-    ImGuiContext& g = *GImGui;--    // Reset the locked window if we move the mouse or after the timer elapses-    if (g.WheelingWindow != NULL)-    {-        g.WheelingWindowTimer -= g.IO.DeltaTime;-        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)-            g.WheelingWindowTimer = 0.0f;-        if (g.WheelingWindowTimer <= 0.0f)-        {-            g.WheelingWindow = NULL;-            g.WheelingWindowTimer = 0.0f;-        }-    }--    float wheel_x = g.IO.MouseWheelH;-    float wheel_y = g.IO.MouseWheel;-    if (wheel_x == 0.0f && wheel_y == 0.0f)-        return;--    if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel))-        return;--    ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;-    if (!window || window->Collapsed)-        return;--    // Zoom / Scale window-    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.-    if (wheel_y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)-    {-        StartLockWheelingWindow(window);-        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);-        const float scale = new_font_scale / window->FontWindowScale;-        window->FontWindowScale = new_font_scale;-        if (window == window->RootWindow)-        {-            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;-            SetWindowPos(window, window->Pos + offset, 0);-            window->Size = ImFloor(window->Size * scale);-            window->SizeFull = ImFloor(window->SizeFull * scale);-        }-        return;-    }--    // Mouse wheel scrolling-    // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent-    if (g.IO.KeyCtrl)-        return;--    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead-    // (we avoid doing it on OSX as it the OS input layer handles this already)-    const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;-    if (swap_axis)-    {-        wheel_x = wheel_y;-        wheel_y = 0.0f;-    }--    // Vertical Mouse Wheel scrolling-    if (wheel_y != 0.0f)-    {-        StartLockWheelingWindow(window);-        while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))-            window = window->ParentWindow;-        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))-        {-            float max_step = window->InnerRect.GetHeight() * 0.67f;-            float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));-            SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);-        }-    }--    // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held-    if (wheel_x != 0.0f)-    {-        StartLockWheelingWindow(window);-        while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))-            window = window->ParentWindow;-        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))-        {-            float max_step = window->InnerRect.GetWidth() * 0.67f;-            float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));-            SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);-        }-    }-}--// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)-void ImGui::UpdateHoveredWindowAndCaptureFlags()-{-    ImGuiContext& g = *GImGui;-    ImGuiIO& io = g.IO;-    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));--    // Find the window hovered by mouse:-    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.-    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.-    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.-    bool clear_hovered_windows = false;-    FindHoveredWindow();--    // Modal windows prevents mouse from hovering behind them.-    ImGuiWindow* modal_window = GetTopMostPopupModal();-    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window))-        clear_hovered_windows = true;--    // Disabled mouse?-    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)-        clear_hovered_windows = true;--    // We track click ownership. When clicked outside of a window the click is owned by the application and-    // won't report hovering nor request capture even while dragging over our windows afterward.-    const bool has_open_popup = (g.OpenPopupStack.Size > 0);-    const bool has_open_modal = (modal_window != NULL);-    int mouse_earliest_down = -1;-    bool mouse_any_down = false;-    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)-    {-        if (io.MouseClicked[i])-        {-            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;-            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;-        }-        mouse_any_down |= io.MouseDown[i];-        if (io.MouseDown[i])-            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])-                mouse_earliest_down = i;-    }-    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];-    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];--    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.-    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)-    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;-    if (!mouse_avail && !mouse_dragging_extern_payload)-        clear_hovered_windows = true;--    if (clear_hovered_windows)-        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;--    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)-    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag-    if (g.WantCaptureMouseNextFrame != -1)-    {-        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);-    }-    else-    {-        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;-        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;-    }--    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)-    if (g.WantCaptureKeyboardNextFrame != -1)-        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);-    else-        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);-    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))-        io.WantCaptureKeyboard = true;--    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible-    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;-}--// [Internal] Do not use directly (can read io.KeyMods instead)-ImGuiModFlags ImGui::GetMergedModFlags()-{-    ImGuiContext& g = *GImGui;-    ImGuiModFlags key_mods = ImGuiModFlags_None;-    if (g.IO.KeyCtrl)   { key_mods |= ImGuiModFlags_Ctrl; }-    if (g.IO.KeyShift)  { key_mods |= ImGuiModFlags_Shift; }-    if (g.IO.KeyAlt)    { key_mods |= ImGuiModFlags_Alt; }-    if (g.IO.KeySuper)  { key_mods |= ImGuiModFlags_Super; }-    return key_mods;-}--void ImGui::NewFrame()-{-    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");-    ImGuiContext& g = *GImGui;--    // Remove pending delete hooks before frame start.-    // This deferred removal avoid issues of removal while iterating the hook vector-    for (int n = g.Hooks.Size - 1; n >= 0; n--)-        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)-            g.Hooks.erase(&g.Hooks[n]);--    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);--    // Check and assert for various common IO and Configuration mistakes-    ErrorCheckNewFrameSanityChecks();--    // Load settings on first frame, save settings when modified (after a delay)-    UpdateSettings();--    g.Time += g.IO.DeltaTime;-    g.WithinFrameScope = true;-    g.FrameCount += 1;-    g.TooltipOverrideCount = 0;-    g.WindowsActiveCount = 0;-    g.MenusIdSubmittedThisFrame.resize(0);--    // Calculate frame-rate for the user, as a purely luxurious feature-    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];-    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;-    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);-    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));-    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;--    UpdateViewportsNewFrame();--    // Setup current font and draw list shared data-    g.IO.Fonts->Locked = true;-    SetCurrentFont(GetDefaultFont());-    IM_ASSERT(g.Font->IsLoaded());-    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);-    for (int n = 0; n < g.Viewports.Size; n++)-        virtual_space.Add(g.Viewports[n]->GetMainRect());-    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();-    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;-    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);-    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;-    if (g.Style.AntiAliasedLines)-        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;-    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))-        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;-    if (g.Style.AntiAliasedFill)-        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;-    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)-        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;--    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.-    for (int n = 0; n < g.Viewports.Size; n++)-    {-        ImGuiViewportP* viewport = g.Viewports[n];-        viewport->DrawDataP.Clear();-    }--    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent-    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)-        KeepAliveID(g.DragDropPayload.SourceId);--    // Update HoveredId data-    if (!g.HoveredIdPreviousFrame)-        g.HoveredIdTimer = 0.0f;-    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))-        g.HoveredIdNotActiveTimer = 0.0f;-    if (g.HoveredId)-        g.HoveredIdTimer += g.IO.DeltaTime;-    if (g.HoveredId && g.ActiveId != g.HoveredId)-        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;-    g.HoveredIdPreviousFrame = g.HoveredId;-    g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel;-    g.HoveredId = 0;-    g.HoveredIdAllowOverlap = false;-    g.HoveredIdUsingMouseWheel = false;-    g.HoveredIdDisabled = false;--    // Clear ActiveID if the item is not alive anymore.-    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().-    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.-    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)-    {-        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");-        ClearActiveID();-    }--    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)-    if (g.ActiveId)-        g.ActiveIdTimer += g.IO.DeltaTime;-    g.LastActiveIdTimer += g.IO.DeltaTime;-    g.ActiveIdPreviousFrame = g.ActiveId;-    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;-    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;-    g.ActiveIdIsAlive = 0;-    g.ActiveIdHasBeenEditedThisFrame = false;-    g.ActiveIdPreviousFrameIsAlive = false;-    g.ActiveIdIsJustActivated = false;-    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)-        g.TempInputId = 0;-    if (g.ActiveId == 0)-    {-        g.ActiveIdUsingNavDirMask = 0x00;-        g.ActiveIdUsingNavInputMask = 0x00;-        g.ActiveIdUsingKeyInputMask.ClearAllBits();-    }--    // Drag and drop-    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;-    g.DragDropAcceptIdCurr = 0;-    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;-    g.DragDropWithinSource = false;-    g.DragDropWithinTarget = false;-    g.DragDropHoldJustPressedId = 0;--    // Close popups on focus lost (currently wip/opt-in)-    //if (g.IO.AppFocusLost)-    //    ClosePopupsExceptModals();--    // Process input queue (trickle as many events as possible)-    g.InputEventsTrail.resize(0);-    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);--    // Update keyboard input state-    UpdateKeyboardInputs();--    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));-    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));-    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));-    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));--    // Update gamepad/keyboard navigation-    NavUpdate();--    // Update mouse input state-    UpdateMouseInputs();--    // Find hovered window-    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)-    UpdateHoveredWindowAndCaptureFlags();--    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)-    UpdateMouseMovingWindowNewFrame();--    // Background darkening/whitening-    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))-        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);-    else-        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);--    g.MouseCursor = ImGuiMouseCursor_Arrow;-    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;--    // Platform IME data: reset for the frame-    g.PlatformImeDataPrev = g.PlatformImeData;-    g.PlatformImeData.WantVisible = false;--    // Mouse wheel scrolling, scale-    UpdateMouseWheel();--    // Mark all windows as not visible and compact unused memory.-    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);-    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;-    for (int i = 0; i != g.Windows.Size; i++)-    {-        ImGuiWindow* window = g.Windows[i];-        window->WasActive = window->Active;-        window->BeginCount = 0;-        window->Active = false;-        window->WriteAccessed = false;--        // Garbage collect transient buffers of recently unused windows-        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)-            GcCompactTransientWindowBuffers(window);-    }--    // Garbage collect transient buffers of recently unused tables-    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)-        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)-            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));-    for (int i = 0; i < g.TablesTempData.Size; i++)-        if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)-            TableGcCompactTransientBuffers(&g.TablesTempData[i]);-    if (g.GcCompactAll)-        GcCompactTransientMiscBuffers();-    g.GcCompactAll = false;--    // Closing the focused window restore focus to the first active root window in descending z-order-    if (g.NavWindow && !g.NavWindow->WasActive)-        FocusTopMostWindowUnderOne(NULL, NULL);--    // No window should be open at the beginning of the frame.-    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.-    g.CurrentWindowStack.resize(0);-    g.BeginPopupStack.resize(0);-    g.ItemFlagsStack.resize(0);-    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);-    g.GroupStack.resize(0);--    // [DEBUG] Update debug features-    UpdateDebugToolItemPicker();-    UpdateDebugToolStackQueries();--    // Create implicit/fallback window - which we will only render it if the user has added something to it.-    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.-    // This fallback is particularly important as it avoid ImGui:: calls from crashing.-    g.WithinFrameScopeWithImplicitWindow = true;-    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);-    Begin("Debug##Default");-    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);--    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);-}--void ImGui::Initialize()-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);--    // Add .ini handle for ImGuiWindow type-    {-        ImGuiSettingsHandler ini_handler;-        ini_handler.TypeName = "Window";-        ini_handler.TypeHash = ImHashStr("Window");-        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;-        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;-        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;-        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;-        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;-        AddSettingsHandler(&ini_handler);-    }--    // Add .ini handle for ImGuiTable type-    TableSettingsAddSettingsHandler();--    // Create default viewport-    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();-    g.Viewports.push_back(viewport);-    g.TempBuffer.resize(1024 * 3 + 1, 0);--#ifdef IMGUI_HAS_DOCK-#endif--    g.Initialized = true;-}--// This function is merely here to free heap allocations.-void ImGui::Shutdown()-{-    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)-    ImGuiContext& g = *GImGui;-    if (g.IO.Fonts && g.FontAtlasOwnedByContext)-    {-        g.IO.Fonts->Locked = false;-        IM_DELETE(g.IO.Fonts);-    }-    g.IO.Fonts = NULL;--    // Cleanup of other data are conditional on actually having initialized Dear ImGui.-    if (!g.Initialized)-        return;--    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)-    if (g.SettingsLoaded && g.IO.IniFilename != NULL)-        SaveIniSettingsToDisk(g.IO.IniFilename);--    CallContextHooks(&g, ImGuiContextHookType_Shutdown);--    // Clear everything else-    g.Windows.clear_delete();-    g.WindowsFocusOrder.clear();-    g.WindowsTempSortBuffer.clear();-    g.CurrentWindow = NULL;-    g.CurrentWindowStack.clear();-    g.WindowsById.Clear();-    g.NavWindow = NULL;-    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;-    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;-    g.MovingWindow = NULL;-    g.ColorStack.clear();-    g.StyleVarStack.clear();-    g.FontStack.clear();-    g.OpenPopupStack.clear();-    g.BeginPopupStack.clear();--    g.Viewports.clear_delete();--    g.TabBars.Clear();-    g.CurrentTabBarStack.clear();-    g.ShrinkWidthBuffer.clear();--    g.ClipperTempData.clear_destruct();--    g.Tables.Clear();-    g.TablesTempData.clear_destruct();-    g.DrawChannelsTempMergeBuffer.clear();--    g.ClipboardHandlerData.clear();-    g.MenusIdSubmittedThisFrame.clear();-    g.InputTextState.ClearFreeMemory();--    g.SettingsWindows.clear();-    g.SettingsHandlers.clear();--    if (g.LogFile)-    {-#ifndef IMGUI_DISABLE_TTY_FUNCTIONS-        if (g.LogFile != stdout)-#endif-            ImFileClose(g.LogFile);-        g.LogFile = NULL;-    }-    g.LogBuffer.clear();-    g.DebugLogBuf.clear();--    g.Initialized = false;-}--// FIXME: Add a more explicit sort order in the window structure.-static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)-{-    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;-    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;-    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))-        return d;-    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))-        return d;-    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);-}--static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)-{-    out_sorted_windows->push_back(window);-    if (window->Active)-    {-        int count = window->DC.ChildWindows.Size;-        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);-        for (int i = 0; i < count; i++)-        {-            ImGuiWindow* child = window->DC.ChildWindows[i];-            if (child->Active)-                AddWindowToSortBuffer(out_sorted_windows, child);-        }-    }-}--static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)-{-    if (draw_list->CmdBuffer.Size == 0)-        return;-    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)-        return;--    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.-    // May trigger for you if you are using PrimXXX functions incorrectly.-    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);-    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);-    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))-        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);--    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)-    // If this assert triggers because you are drawing lots of stuff manually:-    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.-    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.-    // - If you want large meshes with more than 64K vertices, you can either:-    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.-    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.-    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.-    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.-    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:-    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);-    //       Your own engine or render API may use different parameters or function calls to specify index sizes.-    //       2 and 4 bytes indices are generally supported by most graphics API.-    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching-    //   the 64K limit to split your draw commands in multiple draw lists.-    if (sizeof(ImDrawIdx) == 2)-        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");--    out_list->push_back(draw_list);-}--static void AddWindowToDrawData(ImGuiWindow* window, int layer)-{-    ImGuiContext& g = *GImGui;-    ImGuiViewportP* viewport = g.Viewports[0];-    g.IO.MetricsRenderWindows++;-    AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);-    for (int i = 0; i < window->DC.ChildWindows.Size; i++)-    {-        ImGuiWindow* child = window->DC.ChildWindows[i];-        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active-            AddWindowToDrawData(child, layer);-    }-}--static inline int GetWindowDisplayLayer(ImGuiWindow* window)-{-    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;-}--// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)-static inline void AddRootWindowToDrawData(ImGuiWindow* window)-{-    AddWindowToDrawData(window, GetWindowDisplayLayer(window));-}--void ImDrawDataBuilder::FlattenIntoSingleLayer()-{-    int n = Layers[0].Size;-    int size = n;-    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)-        size += Layers[i].Size;-    Layers[0].resize(size);-    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)-    {-        ImVector<ImDrawList*>& layer = Layers[layer_n];-        if (layer.empty())-            continue;-        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));-        n += layer.Size;-        layer.resize(0);-    }-}--static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)-{-    ImGuiIO& io = ImGui::GetIO();-    ImDrawData* draw_data = &viewport->DrawDataP;-    draw_data->Valid = true;-    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;-    draw_data->CmdListsCount = draw_lists->Size;-    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;-    draw_data->DisplayPos = viewport->Pos;-    draw_data->DisplaySize = viewport->Size;-    draw_data->FramebufferScale = io.DisplayFramebufferScale;-    for (int n = 0; n < draw_lists->Size; n++)-    {-        ImDrawList* draw_list = draw_lists->Data[n];-        draw_list->_PopUnusedDrawCmd();-        draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;-        draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;-    }-}--// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.-// - When using this function it is sane to ensure that float are perfectly rounded to integer values,-//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.-// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():-//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the-//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.-void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)-{-    ImGuiWindow* window = GetCurrentWindow();-    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);-    window->ClipRect = window->DrawList->_ClipRectStack.back();-}--void ImGui::PopClipRect()-{-    ImGuiWindow* window = GetCurrentWindow();-    window->DrawList->PopClipRect();-    window->ClipRect = window->DrawList->_ClipRectStack.back();-}--static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)-{-    if ((col & IM_COL32_A_MASK) == 0)-        return;--    ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();-    ImRect viewport_rect = viewport->GetMainRect();--    // Draw behind window by moving the draw command at the FRONT of the draw list-    {-        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,-        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.-        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.-        ImDrawList* draw_list = window->RootWindow->DrawList;-        if (draw_list->CmdBuffer.Size == 0)-            draw_list->AddDrawCmd();-        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged-        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);-        ImDrawCmd cmd = draw_list->CmdBuffer.back();-        IM_ASSERT(cmd.ElemCount == 6);-        draw_list->CmdBuffer.pop_back();-        draw_list->CmdBuffer.push_front(cmd);-        draw_list->PopClipRect();-        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.-    }-}--ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* bottom_most_visible_window = parent_window;-    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)-    {-        ImGuiWindow* window = g.Windows[i];-        if (window->Flags & ImGuiWindowFlags_ChildWindow)-            continue;-        if (!IsWindowWithinBeginStackOf(window, parent_window))-            break;-        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))-            bottom_most_visible_window = window;-    }-    return bottom_most_visible_window;-}--static void ImGui::RenderDimmedBackgrounds()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();-    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)-        return;-    const bool dim_bg_for_modal = (modal_window != NULL);-    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);-    if (!dim_bg_for_modal && !dim_bg_for_window_list)-        return;--    if (dim_bg_for_modal)-    {-        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.-        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);-        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));-    }-    else if (dim_bg_for_window_list)-    {-        // Draw dimming behind CTRL+Tab target window-        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));--        // Draw border around CTRL+Tab target window-        ImGuiWindow* window = g.NavWindowingTargetAnim;-        ImGuiViewport* viewport = GetMainViewport();-        float distance = g.FontSize;-        ImRect bb = window->Rect();-        bb.Expand(distance);-        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)-            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward-        if (window->DrawList->CmdBuffer.Size == 0)-            window->DrawList->AddDrawCmd();-        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);-        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);-        window->DrawList->PopClipRect();-    }-}--// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.-void ImGui::EndFrame()-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.Initialized);--    // Don't process EndFrame() multiple times.-    if (g.FrameCountEnded == g.FrameCount)-        return;-    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");--    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);--    ErrorCheckEndFrameSanityChecks();--    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)-    if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)-        g.IO.SetPlatformImeDataFn(GetMainViewport(), &g.PlatformImeData);--    // Hide implicit/fallback "Debug" window if it hasn't been used-    g.WithinFrameScopeWithImplicitWindow = false;-    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)-        g.CurrentWindow->Active = false;-    End();--    // Update navigation: CTRL+Tab, wrap-around requests-    NavEndFrame();--    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)-    if (g.DragDropActive)-    {-        bool is_delivered = g.DragDropPayload.Delivery;-        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));-        if (is_delivered || is_elapsed)-            ClearDragDrop();-    }--    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.-    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))-    {-        g.DragDropWithinSource = true;-        SetTooltip("...");-        g.DragDropWithinSource = false;-    }--    // End frame-    g.WithinFrameScope = false;-    g.FrameCountEnded = g.FrameCount;--    // Initiate moving window + handle left-click and right-click focus-    UpdateMouseMovingWindowEndFrame();--    // Sort the window list so that all child windows are after their parent-    // We cannot do that on FocusWindow() because children may not exist yet-    g.WindowsTempSortBuffer.resize(0);-    g.WindowsTempSortBuffer.reserve(g.Windows.Size);-    for (int i = 0; i != g.Windows.Size; i++)-    {-        ImGuiWindow* window = g.Windows[i];-        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it-            continue;-        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);-    }--    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.-    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);-    g.Windows.swap(g.WindowsTempSortBuffer);-    g.IO.MetricsActiveWindows = g.WindowsActiveCount;--    // Unlock font atlas-    g.IO.Fonts->Locked = false;--    // Clear Input data for next frame-    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;-    g.IO.InputQueueCharacters.resize(0);-    memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));--    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);-}--// Prepare the data for rendering so you can call GetDrawData()-// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:-// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)-void ImGui::Render()-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.Initialized);--    if (g.FrameCountEnded != g.FrameCount)-        EndFrame();-    const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);-    g.FrameCountRendered = g.FrameCount;-    g.IO.MetricsRenderWindows = 0;--    CallContextHooks(&g, ImGuiContextHookType_RenderPre);--    // Add background ImDrawList (for each active viewport)-    for (int n = 0; n != g.Viewports.Size; n++)-    {-        ImGuiViewportP* viewport = g.Viewports[n];-        viewport->DrawDataBuilder.Clear();-        if (viewport->DrawLists[0] != NULL)-            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));-    }--    // Draw modal/window whitening backgrounds-    if (first_render_of_frame)-        RenderDimmedBackgrounds();--    // Add ImDrawList to render-    ImGuiWindow* windows_to_render_top_most[2];-    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;-    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);-    for (int n = 0; n != g.Windows.Size; n++)-    {-        ImGuiWindow* window = g.Windows[n];-        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"-        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])-            AddRootWindowToDrawData(window);-    }-    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)-        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window-            AddRootWindowToDrawData(windows_to_render_top_most[n]);--    // Draw software mouse cursor if requested by io.MouseDrawCursor flag-    if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)-        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));--    // Setup ImDrawData structures for end-user-    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;-    for (int n = 0; n < g.Viewports.Size; n++)-    {-        ImGuiViewportP* viewport = g.Viewports[n];-        viewport->DrawDataBuilder.FlattenIntoSingleLayer();--        // Add foreground ImDrawList (for each active viewport)-        if (viewport->DrawLists[1] != NULL)-            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));--        SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);-        ImDrawData* draw_data = &viewport->DrawDataP;-        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;-        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;-    }--    CallContextHooks(&g, ImGuiContextHookType_RenderPost);-}--// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.-// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)-ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)-{-    ImGuiContext& g = *GImGui;--    const char* text_display_end;-    if (hide_text_after_double_hash)-        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string-    else-        text_display_end = text_end;--    ImFont* font = g.Font;-    const float font_size = g.FontSize;-    if (text == text_display_end)-        return ImVec2(0.0f, font_size);-    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);--    // Round-    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.-    // FIXME: Investigate using ceilf or e.g.-    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c-    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html-    text_size.x = IM_FLOOR(text_size.x + 0.99999f);--    return text_size;-}--// Find window given position, search front-to-back-// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically-// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is-// called, aka before the next Begin(). Moving window isn't affected.-static void FindHoveredWindow()-{-    ImGuiContext& g = *GImGui;--    ImGuiWindow* hovered_window = NULL;-    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;-    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))-        hovered_window = g.MovingWindow;--    ImVec2 padding_regular = g.Style.TouchExtraPadding;-    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;-    for (int i = g.Windows.Size - 1; i >= 0; i--)-    {-        ImGuiWindow* window = g.Windows[i];-        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.-        if (!window->Active || window->Hidden)-            continue;-        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)-            continue;--        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)-        ImRect bb(window->OuterRectClipped);-        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))-            bb.Expand(padding_regular);-        else-            bb.Expand(padding_for_resize);-        if (!bb.Contains(g.IO.MousePos))-            continue;--        // Support for one rectangular hole in any given window-        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)-        if (window->HitTestHoleSize.x != 0)-        {-            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);-            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);-            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))-                continue;-        }--        if (hovered_window == NULL)-            hovered_window = window;-        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.-        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))-            hovered_window_ignoring_moving_window = window;-        if (hovered_window && hovered_window_ignoring_moving_window)-            break;-    }--    g.HoveredWindow = hovered_window;-    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;-}--bool ImGui::IsItemActive()-{-    ImGuiContext& g = *GImGui;-    if (g.ActiveId)-        return g.ActiveId == g.LastItemData.ID;-    return false;-}--bool ImGui::IsItemActivated()-{-    ImGuiContext& g = *GImGui;-    if (g.ActiveId)-        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)-            return true;-    return false;-}--bool ImGui::IsItemDeactivated()-{-    ImGuiContext& g = *GImGui;-    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)-        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;-    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);-}--bool ImGui::IsItemDeactivatedAfterEdit()-{-    ImGuiContext& g = *GImGui;-    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));-}--// == GetItemID() == GetFocusID()-bool ImGui::IsItemFocused()-{-    ImGuiContext& g = *GImGui;-    if (g.NavId != g.LastItemData.ID || g.NavId == 0)-        return false;-    return true;-}--// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!-// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.-bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)-{-    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);-}--bool ImGui::IsItemToggledOpen()-{-    ImGuiContext& g = *GImGui;-    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;-}--bool ImGui::IsItemToggledSelection()-{-    ImGuiContext& g = *GImGui;-    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;-}--bool ImGui::IsAnyItemHovered()-{-    ImGuiContext& g = *GImGui;-    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;-}--bool ImGui::IsAnyItemActive()-{-    ImGuiContext& g = *GImGui;-    return g.ActiveId != 0;-}--bool ImGui::IsAnyItemFocused()-{-    ImGuiContext& g = *GImGui;-    return g.NavId != 0 && !g.NavDisableHighlight;-}--bool ImGui::IsItemVisible()-{-    ImGuiContext& g = *GImGui;-    return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect);-}--bool ImGui::IsItemEdited()-{-    ImGuiContext& g = *GImGui;-    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;-}--// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.-// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.-void ImGui::SetItemAllowOverlap()-{-    ImGuiContext& g = *GImGui;-    ImGuiID id = g.LastItemData.ID;-    if (g.HoveredId == id)-        g.HoveredIdAllowOverlap = true;-    if (g.ActiveId == id)-        g.ActiveIdAllowOverlap = true;-}--void ImGui::SetItemUsingMouseWheel()-{-    ImGuiContext& g = *GImGui;-    ImGuiID id = g.LastItemData.ID;-    if (g.HoveredId == id)-        g.HoveredIdUsingMouseWheel = true;-    if (g.ActiveId == id)-        g.ActiveIdUsingMouseWheel = true;-}--void ImGui::SetActiveIdUsingNavAndKeys()-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.ActiveId != 0);-    g.ActiveIdUsingNavDirMask = ~(ImU32)0;-    g.ActiveIdUsingNavInputMask = ~(ImU32)0;-    g.ActiveIdUsingKeyInputMask.SetAllBits();-    NavMoveRequestCancel();-}--ImVec2 ImGui::GetItemRectMin()-{-    ImGuiContext& g = *GImGui;-    return g.LastItemData.Rect.Min;-}--ImVec2 ImGui::GetItemRectMax()-{-    ImGuiContext& g = *GImGui;-    return g.LastItemData.Rect.Max;-}--ImVec2 ImGui::GetItemRectSize()-{-    ImGuiContext& g = *GImGui;-    return g.LastItemData.Rect.GetSize();-}--bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* parent_window = g.CurrentWindow;--    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;-    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag--    // Size-    const ImVec2 content_avail = GetContentRegionAvail();-    ImVec2 size = ImFloor(size_arg);-    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);-    if (size.x <= 0.0f)-        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)-    if (size.y <= 0.0f)-        size.y = ImMax(content_avail.y + size.y, 4.0f);-    SetNextWindowSize(size);--    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.-    const char* temp_window_name;-    if (name)-        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);-    else-        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);--    const float backup_border_size = g.Style.ChildBorderSize;-    if (!border)-        g.Style.ChildBorderSize = 0.0f;-    bool ret = Begin(temp_window_name, NULL, flags);-    g.Style.ChildBorderSize = backup_border_size;--    ImGuiWindow* child_window = g.CurrentWindow;-    child_window->ChildId = id;-    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;--    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.-    // While this is not really documented/defined, it seems that the expected thing to do.-    if (child_window->BeginCount == 1)-        parent_window->DC.CursorPos = child_window->Pos;--    // Process navigation-in immediately so NavInit can run on first frame-    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))-    {-        FocusWindow(child_window);-        NavInitWindow(child_window, false);-        SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item-        g.ActiveIdSource = ImGuiInputSource_Nav;-    }-    return ret;-}--bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);-}--bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)-{-    IM_ASSERT(id != 0);-    return BeginChildEx(NULL, id, size_arg, border, extra_flags);-}--void ImGui::EndChild()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    IM_ASSERT(g.WithinEndChild == false);-    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls--    g.WithinEndChild = true;-    if (window->BeginCount > 1)-    {-        End();-    }-    else-    {-        ImVec2 sz = window->Size;-        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f-            sz.x = ImMax(4.0f, sz.x);-        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))-            sz.y = ImMax(4.0f, sz.y);-        End();--        ImGuiWindow* parent_window = g.CurrentWindow;-        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);-        ItemSize(sz);-        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))-        {-            ItemAdd(bb, window->ChildId);-            RenderNavHighlight(bb, window->ChildId);--            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)-            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)-                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);-        }-        else-        {-            // Not navigable into-            ItemAdd(bb, 0);-        }-        if (g.HoveredWindow == window)-            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;-    }-    g.WithinEndChild = false;-    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return-}--// Helper to create a child window / scrolling region that looks like a normal widget frame.-bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)-{-    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);-    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);-    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);-    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);-    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);-    PopStyleVar(3);-    PopStyleColor();-    return ret;-}--void ImGui::EndChildFrame()-{-    EndChild();-}--static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)-{-    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);-    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);-    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);-}--ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);-}--ImGuiWindow* ImGui::FindWindowByName(const char* name)-{-    ImGuiID id = ImHashStr(name);-    return FindWindowByID(id);-}--static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)-{-    window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));-    if (settings->Size.x > 0 && settings->Size.y > 0)-        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));-    window->Collapsed = settings->Collapsed;-}--static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)-{-    ImGuiContext& g = *GImGui;--    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0;-    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;-    if ((just_created || child_flag_changed) && !new_is_explicit_child)-    {-        IM_ASSERT(!g.WindowsFocusOrder.contains(window));-        g.WindowsFocusOrder.push_back(window);-        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);-    }-    else if (!just_created && child_flag_changed && new_is_explicit_child)-    {-        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);-        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)-            g.WindowsFocusOrder[n]->FocusOrder--;-        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);-        window->FocusOrder = -1;-    }-    window->IsExplicitChild = new_is_explicit_child;-}--static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)-{-    ImGuiContext& g = *GImGui;-    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);--    // Create window the first time-    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);-    window->Flags = flags;-    g.WindowsById.SetVoidPtr(window->ID, window);--    // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.-    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();-    window->Pos = main_viewport->Pos + ImVec2(60, 60);--    // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.-    if (!(flags & ImGuiWindowFlags_NoSavedSettings))-        if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))-        {-            // Retrieve settings from .ini file-            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);-            SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);-            ApplyWindowSettings(window, settings);-        }-    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values--    if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)-    {-        window->AutoFitFramesX = window->AutoFitFramesY = 2;-        window->AutoFitOnlyGrows = false;-    }-    else-    {-        if (window->Size.x <= 0.0f)-            window->AutoFitFramesX = 2;-        if (window->Size.y <= 0.0f)-            window->AutoFitFramesY = 2;-        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);-    }--    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)-        g.Windows.push_front(window); // Quite slow but rare and only once-    else-        g.Windows.push_back(window);-    UpdateWindowInFocusOrderList(window, true, window->Flags);--    return window;-}--static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)-{-    ImGuiContext& g = *GImGui;-    ImVec2 new_size = size_desired;-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)-    {-        // Using -1,-1 on either X/Y axis to preserve the current size.-        ImRect cr = g.NextWindowData.SizeConstraintRect;-        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;-        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;-        if (g.NextWindowData.SizeCallback)-        {-            ImGuiSizeCallbackData data;-            data.UserData = g.NextWindowData.SizeCallbackUserData;-            data.Pos = window->Pos;-            data.CurrentSize = window->SizeFull;-            data.DesiredSize = new_size;-            g.NextWindowData.SizeCallback(&data);-            new_size = data.DesiredSize;-        }-        new_size.x = IM_FLOOR(new_size.x);-        new_size.y = IM_FLOOR(new_size.y);-    }--    // Minimum size-    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))-    {-        ImGuiWindow* window_for_height = window;-        const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight();-        new_size = ImMax(new_size, g.Style.WindowMinSize);-        new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows-    }-    return new_size;-}--static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)-{-    bool preserve_old_content_sizes = false;-    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)-        preserve_old_content_sizes = true;-    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)-        preserve_old_content_sizes = true;-    if (preserve_old_content_sizes)-    {-        *content_size_current = window->ContentSize;-        *content_size_ideal = window->ContentSizeIdeal;-        return;-    }--    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);-    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);-    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);-    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);-}--static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)-{-    ImGuiContext& g = *GImGui;-    ImGuiStyle& style = g.Style;-    const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();-    ImVec2 size_pad = window->WindowPadding * 2.0f;-    ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height);-    if (window->Flags & ImGuiWindowFlags_Tooltip)-    {-        // Tooltip always resize-        return size_desired;-    }-    else-    {-        // Maximum window size is determined by the viewport size or monitor size-        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;-        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;-        ImVec2 size_min = style.WindowMinSize;-        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)-            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));--        // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows?-        ImVec2 avail_size = ImGui::GetMainViewport()->Size;-        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));--        // When the window cannot fit all contents (either because of constraints, either because screen is too small),-        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.-        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);-        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f                 < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);-        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);-        if (will_have_scrollbar_x)-            size_auto_fit.y += style.ScrollbarSize;-        if (will_have_scrollbar_y)-            size_auto_fit.x += style.ScrollbarSize;-        return size_auto_fit;-    }-}--ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)-{-    ImVec2 size_contents_current;-    ImVec2 size_contents_ideal;-    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);-    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);-    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);-    return size_final;-}--static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)-{-    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))-        return ImGuiCol_PopupBg;-    if (window->Flags & ImGuiWindowFlags_ChildWindow)-        return ImGuiCol_ChildBg;-    return ImGuiCol_WindowBg;-}--static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)-{-    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left-    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right-    ImVec2 size_expected = pos_max - pos_min;-    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);-    *out_pos = pos_min;-    if (corner_norm.x == 0.0f)-        out_pos->x -= (size_constrained.x - size_expected.x);-    if (corner_norm.y == 0.0f)-        out_pos->y -= (size_constrained.y - size_expected.y);-    *out_size = size_constrained;-}--// Data for resizing from corner-struct ImGuiResizeGripDef-{-    ImVec2  CornerPosN;-    ImVec2  InnerDir;-    int     AngleMin12, AngleMax12;-};-static const ImGuiResizeGripDef resize_grip_def[4] =-{-    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right-    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left-    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)-    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)-};--// Data for resizing from borders-struct ImGuiResizeBorderDef-{-    ImVec2 InnerDir;-    ImVec2 SegmentN1, SegmentN2;-    float  OuterAngle;-};-static const ImGuiResizeBorderDef resize_border_def[4] =-{-    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left-    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right-    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up-    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down-};--static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)-{-    ImRect rect = window->Rect();-    if (thickness == 0.0f)-        rect.Max -= ImVec2(1, 1);-    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }-    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }-    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }-    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }-    IM_ASSERT(0);-    return ImRect();-}--// 0..3: corners (Lower-right, Lower-left, Unused, Unused)-ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)-{-    IM_ASSERT(n >= 0 && n < 4);-    ImGuiID id = window->ID;-    id = ImHashStr("#RESIZE", 0, id);-    id = ImHashData(&n, sizeof(int), id);-    return id;-}--// Borders (Left, Right, Up, Down)-ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)-{-    IM_ASSERT(dir >= 0 && dir < 4);-    int n = (int)dir + 4;-    ImGuiID id = window->ID;-    id = ImHashStr("#RESIZE", 0, id);-    id = ImHashData(&n, sizeof(int), id);-    return id;-}--// Handle resize for: Resize Grips, Borders, Gamepad-// Return true when using auto-fit (double click on resize grip)-static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindowFlags flags = window->Flags;--    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)-        return false;-    if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.-        return false;--    bool ret_auto_fit = false;-    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;-    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));-    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);-    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;--    ImVec2 pos_target(FLT_MAX, FLT_MAX);-    ImVec2 size_target(FLT_MAX, FLT_MAX);--    // Resize grips and borders are on layer 1-    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;--    // Manual resize grips-    PushID("#RESIZE");-    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)-    {-        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];-        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);--        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window-        bool hovered, held;-        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);-        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);-        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);-        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()-        KeepAliveID(resize_grip_id);-        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);-        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));-        if (hovered || held)-            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;--        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)-        {-            // Manual auto-fit when double-clicking-            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);-            ret_auto_fit = true;-            ClearActiveID();-        }-        else if (held)-        {-            // Resize from any of the four corners-            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position-            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);-            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);-            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip-            corner_target = ImClamp(corner_target, clamp_min, clamp_max);-            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);-        }--        // Only lower-left grip is visible before hovering/activating-        if (resize_grip_n == 0 || held || hovered)-            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);-    }-    for (int border_n = 0; border_n < resize_border_count; border_n++)-    {-        const ImGuiResizeBorderDef& def = resize_border_def[border_n];-        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;--        bool hovered, held;-        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);-        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()-        KeepAliveID(border_id);-        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);-        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));-        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)-        {-            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;-            if (held)-                *border_held = border_n;-        }-        if (held)-        {-            ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);-            ImVec2 clamp_max(border_n == ImGuiDir_Left  ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up   ? visibility_rect.Max.y : +FLT_MAX);-            ImVec2 border_target = window->Pos;-            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;-            border_target = ImClamp(border_target, clamp_min, clamp_max);-            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);-        }-    }-    PopID();--    // Restore nav layer-    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;--    // Navigation resize (keyboard/gamepad)-    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)-    {-        ImVec2 nav_resize_delta;-        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)-            nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiNavReadMode_Down);-        if (g.NavInputSource == ImGuiInputSource_Gamepad)-            nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_Down);-        if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f)-        {-            const float NAV_RESIZE_SPEED = 600.0f;-            nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y));-            nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size);-            g.NavWindowingToggleLayer = false;-            g.NavDisableMouseHover = true;-            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);-            // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.-            size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);-        }-    }--    // Apply back modified position/size to window-    if (size_target.x != FLT_MAX)-    {-        window->SizeFull = size_target;-        MarkIniSettingsDirty(window);-    }-    if (pos_target.x != FLT_MAX)-    {-        window->Pos = ImFloor(pos_target);-        MarkIniSettingsDirty(window);-    }--    window->Size = window->SizeFull;-    return ret_auto_fit;-}--static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect)-{-    ImGuiContext& g = *GImGui;-    ImVec2 size_for_clamping = window->Size;-    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))-        size_for_clamping.y = window->TitleBarHeight();-    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);-}--static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    float rounding = window->WindowRounding;-    float border_size = window->WindowBorderSize;-    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))-        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);--    int border_held = window->ResizeBorderHeld;-    if (border_held != -1)-    {-        const ImGuiResizeBorderDef& def = resize_border_def[border_held];-        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);-        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);-        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);-        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual-    }-    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))-    {-        float y = window->Pos.y + window->TitleBarHeight() - 1;-        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);-    }-}--// Draw background and borders-// Draw and handle scrollbars-void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)-{-    ImGuiContext& g = *GImGui;-    ImGuiStyle& style = g.Style;-    ImGuiWindowFlags flags = window->Flags;--    // Ensure that ScrollBar doesn't read last frame's SkipItems-    IM_ASSERT(window->BeginCount == 0);-    window->SkipItems = false;--    // Draw window + handle manual resize-    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.-    const float window_rounding = window->WindowRounding;-    const float window_border_size = window->WindowBorderSize;-    if (window->Collapsed)-    {-        // Title bar only-        float backup_border_size = style.FrameBorderSize;-        g.Style.FrameBorderSize = window->WindowBorderSize;-        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);-        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);-        g.Style.FrameBorderSize = backup_border_size;-    }-    else-    {-        // Window background-        if (!(flags & ImGuiWindowFlags_NoBackground))-        {-            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));-            bool override_alpha = false;-            float alpha = 1.0f;-            if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)-            {-                alpha = g.NextWindowData.BgAlphaVal;-                override_alpha = true;-            }-            if (override_alpha)-                bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);-            window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);-        }--        // Title bar-        if (!(flags & ImGuiWindowFlags_NoTitleBar))-        {-            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);-            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);-        }--        // Menu bar-        if (flags & ImGuiWindowFlags_MenuBar)-        {-            ImRect menu_bar_rect = window->MenuBarRect();-            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.-            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);-            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)-                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);-        }--        // Scrollbars-        if (window->ScrollbarX)-            Scrollbar(ImGuiAxis_X);-        if (window->ScrollbarY)-            Scrollbar(ImGuiAxis_Y);--        // Render resize grips (after their input handling so we don't have a frame of latency)-        if (!(flags & ImGuiWindowFlags_NoResize))-        {-            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)-            {-                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];-                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);-                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));-                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));-                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);-                window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]);-            }-        }--        // Borders-        RenderWindowOuterBorders(window);-    }-}--// Render title text, collapse button, close button-void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)-{-    ImGuiContext& g = *GImGui;-    ImGuiStyle& style = g.Style;-    ImGuiWindowFlags flags = window->Flags;--    const bool has_close_button = (p_open != NULL);-    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);--    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)-    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?-    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;-    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;-    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;--    // Layout buttons-    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.-    float pad_l = style.FramePadding.x;-    float pad_r = style.FramePadding.x;-    float button_sz = g.FontSize;-    ImVec2 close_button_pos;-    ImVec2 collapse_button_pos;-    if (has_close_button)-    {-        pad_r += button_sz;-        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);-    }-    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)-    {-        pad_r += button_sz;-        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);-    }-    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)-    {-        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);-        pad_l += button_sz;-    }--    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)-    if (has_collapse_button)-        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))-            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function--    // Close button-    if (has_close_button)-        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))-            *p_open = false;--    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;-    g.CurrentItemFlags = item_flags_backup;--    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)-    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..-    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;-    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);--    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,-    // while uncentered title text will still reach edges correctly.-    if (pad_l > style.FramePadding.x)-        pad_l += g.Style.ItemInnerSpacing.x;-    if (pad_r > style.FramePadding.x)-        pad_r += g.Style.ItemInnerSpacing.x;-    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)-    {-        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center-        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);-        pad_l = ImMax(pad_l, pad_extend * centerness);-        pad_r = ImMax(pad_r, pad_extend * centerness);-    }--    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);-    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);-    if (flags & ImGuiWindowFlags_UnsavedDocument)-    {-        ImVec2 marker_pos;-        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);-        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;-        if (marker_pos.x > layout_r.Min.x)-        {-            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));-            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));-        }-    }-    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]-    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]-    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);-}--void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)-{-    window->ParentWindow = parent_window;-    window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;-    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))-        window->RootWindow = parent_window->RootWindow;-    if (parent_window && (flags & ImGuiWindowFlags_Popup))-        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;-    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))-        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;-    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)-    {-        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);-        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;-    }-}--// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)-// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.-// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.-// - Window             // FindBlockingModal() returns Modal1-//   - Window           //                  .. returns Modal1-//   - Modal1           //                  .. returns Modal2-//      - Window        //                  .. returns Modal2-//          - Window    //                  .. returns Modal2-//          - Modal2    //                  .. returns Modal2-static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    if (g.OpenPopupStack.Size <= 0)-        return NULL;--    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.-    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)-    {-        ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;-        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))-            continue;-        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.-            continue;-        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window is rendered over last modal, no render order change needed.-            break;-        for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)-            if (IsWindowWithinBeginStackOf(window, parent))-                return popup_window;                                // Place window above its begin stack parent.-    }-    return NULL;-}--// Push a new Dear ImGui window to add widgets to.-// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.-// - Begin/End can be called multiple times during the frame with the same window name to append content.-// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).-//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.-// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.-// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.-bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)-{-    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required-    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()-    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet--    // Find or create-    ImGuiWindow* window = FindWindowByName(name);-    const bool window_just_created = (window == NULL);-    if (window_just_created)-        window = CreateNewWindow(name, flags);-    else-        UpdateWindowInFocusOrderList(window, window_just_created, flags);--    // Automatically disable manual moving/resizing when NoInputs is set-    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)-        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;--    if (flags & ImGuiWindowFlags_NavFlattened)-        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);--    const int current_frame = g.FrameCount;-    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);-    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);--    // Update the Appearing flag-    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on-    if (flags & ImGuiWindowFlags_Popup)-    {-        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];-        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed-        window_just_activated_by_user |= (window != popup_ref.Window);-    }-    window->Appearing = window_just_activated_by_user;-    if (window->Appearing)-        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);--    // Update Flags, LastFrameActive, BeginOrderXXX fields-    if (first_begin_of_the_frame)-    {-        window->Flags = (ImGuiWindowFlags)flags;-        window->LastFrameActive = current_frame;-        window->LastTimeActive = (float)g.Time;-        window->BeginOrderWithinParent = 0;-        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);-    }-    else-    {-        flags = window->Flags;-    }--    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack-    ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;-    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;-    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));--    // We allow window memory to be compacted so recreate the base stack when needed.-    if (window->IDStack.Size == 0)-        window->IDStack.push_back(window->ID);--    // Add to stack-    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()-    g.CurrentWindow = window;-    ImGuiWindowStackData window_stack_data;-    window_stack_data.Window = window;-    window_stack_data.ParentLastItemDataBackup = g.LastItemData;-    window_stack_data.StackSizesOnBegin.SetToCurrentState();-    g.CurrentWindowStack.push_back(window_stack_data);-    g.CurrentWindow = NULL;-    if (flags & ImGuiWindowFlags_ChildMenu)-        g.BeginMenuCount++;--    if (flags & ImGuiWindowFlags_Popup)-    {-        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];-        popup_ref.Window = window;-        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;-        g.BeginPopupStack.push_back(popup_ref);-        window->PopupId = popup_ref.PopupId;-    }--    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)-    if (first_begin_of_the_frame)-    {-        UpdateWindowParentAndRootLinks(window, flags, parent_window);-        window->ParentWindowInBeginStack = parent_window_in_stack;-    }--    // Process SetNextWindow***() calls-    // (FIXME: Consider splitting the HasXXX flags into X/Y components-    bool window_pos_set_by_api = false;-    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)-    {-        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;-        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)-        {-            // May be processed on the next frame if this is our first frame and we are measuring size-            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.-            window->SetWindowPosVal = g.NextWindowData.PosVal;-            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;-            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);-        }-        else-        {-            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);-        }-    }-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)-    {-        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);-        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);-        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);-    }-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)-    {-        if (g.NextWindowData.ScrollVal.x >= 0.0f)-        {-            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;-            window->ScrollTargetCenterRatio.x = 0.0f;-        }-        if (g.NextWindowData.ScrollVal.y >= 0.0f)-        {-            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;-            window->ScrollTargetCenterRatio.y = 0.0f;-        }-    }-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)-        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;-    else if (first_begin_of_the_frame)-        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)-        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)-        FocusWindow(window);-    if (window->Appearing)-        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);--    // When reusing window again multiple times a frame, just append content (don't need to setup again)-    if (first_begin_of_the_frame)-    {-        // Initialize-        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)-        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);-        window->Active = true;-        window->HasCloseButton = (p_open != NULL);-        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);-        window->IDStack.resize(1);-        window->DrawList->_ResetForNewFrame();-        window->DC.CurrentTableIdx = -1;--        // Restore buffer capacity when woken from a compacted state, to avoid-        if (window->MemoryCompacted)-            GcAwakeTransientWindowBuffers(window);--        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).-        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.-        bool window_title_visible_elsewhere = false;-        if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB-            window_title_visible_elsewhere = true;-        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)-        {-            size_t buf_len = (size_t)window->NameBufLen;-            window->Name = ImStrdupcpy(window->Name, &buf_len, name);-            window->NameBufLen = (int)buf_len;-        }--        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS--        // Update contents size from last frame for auto-fitting (or use explicit size)-        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);-        if (window->HiddenFramesCanSkipItems > 0)-            window->HiddenFramesCanSkipItems--;-        if (window->HiddenFramesCannotSkipItems > 0)-            window->HiddenFramesCannotSkipItems--;-        if (window->HiddenFramesForRenderOnly > 0)-            window->HiddenFramesForRenderOnly--;--        // Hide new windows for one frame until they calculate their size-        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))-            window->HiddenFramesCannotSkipItems = 1;--        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)-        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.-        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)-        {-            window->HiddenFramesCannotSkipItems = 1;-            if (flags & ImGuiWindowFlags_AlwaysAutoResize)-            {-                if (!window_size_x_set_by_api)-                    window->Size.x = window->SizeFull.x = 0.f;-                if (!window_size_y_set_by_api)-                    window->Size.y = window->SizeFull.y = 0.f;-                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);-            }-        }--        // SELECT VIEWPORT-        // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)--        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();-        SetWindowViewport(window, viewport);-        SetCurrentWindow(window);--        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)--        if (flags & ImGuiWindowFlags_ChildWindow)-            window->WindowBorderSize = style.ChildBorderSize;-        else-            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;-        window->WindowPadding = style.WindowPadding;-        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)-            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);--        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.-        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);-        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;--        // Collapse window by double-clicking on title bar-        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing-        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))-        {-            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.-            ImRect title_bar_rect = window->TitleBarRect();-            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)-                window->WantCollapseToggle = true;-            if (window->WantCollapseToggle)-            {-                window->Collapsed = !window->Collapsed;-                MarkIniSettingsDirty(window);-            }-        }-        else-        {-            window->Collapsed = false;-        }-        window->WantCollapseToggle = false;--        // SIZE--        // Calculate auto-fit size, handle automatic resize-        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);-        bool use_current_size_for_scrollbar_x = window_just_created;-        bool use_current_size_for_scrollbar_y = window_just_created;-        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)-        {-            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.-            if (!window_size_x_set_by_api)-            {-                window->SizeFull.x = size_auto_fit.x;-                use_current_size_for_scrollbar_x = true;-            }-            if (!window_size_y_set_by_api)-            {-                window->SizeFull.y = size_auto_fit.y;-                use_current_size_for_scrollbar_y = true;-            }-        }-        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)-        {-            // Auto-fit may only grow window during the first few frames-            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.-            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)-            {-                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;-                use_current_size_for_scrollbar_x = true;-            }-            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)-            {-                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;-                use_current_size_for_scrollbar_y = true;-            }-            if (!window->Collapsed)-                MarkIniSettingsDirty(window);-        }--        // Apply minimum/maximum window size constraints and final size-        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);-        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;--        // Decoration size-        const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();--        // POSITION--        // Popup latch its initial position, will position itself when it appears next frame-        if (window_just_activated_by_user)-        {-            window->AutoPosLastDirection = ImGuiDir_None;-            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()-                window->Pos = g.BeginPopupStack.back().OpenPopupPos;-        }--        // Position child window-        if (flags & ImGuiWindowFlags_ChildWindow)-        {-            IM_ASSERT(parent_window && parent_window->Active);-            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;-            parent_window->DC.ChildWindows.push_back(window);-            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)-                window->Pos = parent_window->DC.CursorPos;-        }--        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);-        if (window_pos_with_pivot)-            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)-        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)-            window->Pos = FindBestWindowPosForPopup(window);-        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)-            window->Pos = FindBestWindowPosForPopup(window);-        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)-            window->Pos = FindBestWindowPosForPopup(window);--        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)-        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.-        ImRect viewport_rect(viewport->GetMainRect());-        ImRect viewport_work_rect(viewport->GetWorkRect());-        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);-        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);--        // Clamp position/size so window stays visible within its viewport or monitor-        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.-        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)-            if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)-                ClampWindowRect(window, visibility_rect);-        window->Pos = ImFloor(window->Pos);--        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)-        // Large values tend to lead to variety of artifacts and are not recommended.-        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;--        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.-        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))-        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);--        // Apply window focus (new and reactivated windows are moved to front)-        bool want_focus = false;-        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))-        {-            if (flags & ImGuiWindowFlags_Popup)-                want_focus = true;-            else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)-                want_focus = true;--            ImGuiWindow* modal = GetTopMostPopupModal();-            if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal))-            {-                // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed.-                // Since window is not focused it would reappear at the same display position like the last time it was visible.-                // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal.-                // Position window behind a modal that is not a begin-parent of this window.-                want_focus = false;-                if (window == window->RootWindow)-                {-                    ImGuiWindow* blocking_modal = FindBlockingModal(window);-                    IM_ASSERT(blocking_modal != NULL);-                    BringWindowToDisplayBehind(window, blocking_modal);-                }-            }-        }--        // [Test Engine] Register whole window in the item system-#ifdef IMGUI_ENABLE_TEST_ENGINE-        if (g.TestEngineHookItems)-        {-            IM_ASSERT(window->IDStack.Size == 1);-            window->IDStack.Size = 0;-            IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID);-            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);-            window->IDStack.Size = 1;-        }-#endif--        // Handle manual resize: Resize Grips, Borders, Gamepad-        int border_held = -1;-        ImU32 resize_grip_col[4] = {};-        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.-        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));-        if (!window->Collapsed)-            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))-                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;-        window->ResizeBorderHeld = (signed char)border_held;--        // SCROLLBAR VISIBILITY--        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).-        if (!window->Collapsed)-        {-            // When reading the current size we need to read it after size constraints have been applied.-            // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again.-            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height);-            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes;-            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;-            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;-            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;-            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?-            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));-            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));-            if (window->ScrollbarX && !window->ScrollbarY)-                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);-            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);-        }--        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)-        // Update various regions. Variables they depends on should be set above in this function.-        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.--        // Outer rectangle-        // Not affected by window border size. Used by:-        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)-        // - Begin() initial clipping rect for drawing window background and borders.-        // - Begin() clipping whole child-        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;-        const ImRect outer_rect = window->Rect();-        const ImRect title_bar_rect = window->TitleBarRect();-        window->OuterRectClipped = outer_rect;-        window->OuterRectClipped.ClipWith(host_rect);--        // Inner rectangle-        // Not affected by window border size. Used by:-        // - InnerClipRect-        // - ScrollToRectEx()-        // - NavUpdatePageUpPageDown()-        // - Scrollbar()-        window->InnerRect.Min.x = window->Pos.x;-        window->InnerRect.Min.y = window->Pos.y + decoration_up_height;-        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;-        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;--        // Inner clipping rectangle.-        // Will extend a little bit outside the normal work region.-        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.-        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.-        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.-        // Affected by window/frame border size. Used by:-        // - Begin() initial clip rect-        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);-        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));-        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);-        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));-        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);-        window->InnerClipRect.ClipWithFull(host_rect);--        // Default item width. Make it proportional to window size if window manually resizes-        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))-            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);-        else-            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);--        // SCROLLING--        // Lock down maximum scrolling-        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate-        // for right/bottom aligned items without creating a scrollbar.-        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());-        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());--        // Apply scrolling-        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);-        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);--        // DRAWING--        // Setup draw list and outer clipping rectangle-        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);-        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);-        PushClipRect(host_rect.Min, host_rect.Max, false);--        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)-        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.-        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)-        {-            bool render_decorations_in_parent = false;-            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)-            {-                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)-                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs-                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;-                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;-                bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0;-                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping)-                    render_decorations_in_parent = true;-            }-            if (render_decorations_in_parent)-                window->DrawList = parent_window->DrawList;--            // Handle title bar, scrollbar, resize grips and resize borders-            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;-            const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);-            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);--            if (render_decorations_in_parent)-                window->DrawList = &window->DrawListInst;-        }--        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)--        // Work rectangle.-        // Affected by window padding and border size. Used by:-        // - Columns() for right-most edge-        // - TreeNode(), CollapsingHeader() for right-most edge-        // - BeginTabBar() for right-most edge-        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);-        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);-        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));-        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));-        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));-        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));-        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;-        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;-        window->ParentWorkRect = window->WorkRect;--        // [LEGACY] Content Region-        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.-        // Used by:-        // - Mouse wheel scrolling + many other things-        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;-        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height;-        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));-        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));--        // Setup drawing context-        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)-        window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;-        window->DC.GroupOffset.x = 0.0f;-        window->DC.ColumnsOffset.x = 0.0f;--        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.-        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.-        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DC.ColumnsOffset.x;-        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + decoration_up_height;-        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);-        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));-        window->DC.CursorPos = window->DC.CursorStartPos;-        window->DC.CursorPosPrevLine = window->DC.CursorPos;-        window->DC.CursorMaxPos = window->DC.CursorStartPos;-        window->DC.IdealMaxPos = window->DC.CursorStartPos;-        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);-        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;-        window->DC.IsSameLine = false;--        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;-        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;-        window->DC.NavLayersActiveMaskNext = 0x00;-        window->DC.NavHideHighlightOneFrame = false;-        window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);--        window->DC.MenuBarAppending = false;-        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);-        window->DC.TreeDepth = 0;-        window->DC.TreeJumpToParentOnPopMask = 0x00;-        window->DC.ChildWindows.resize(0);-        window->DC.StateStorage = &window->StateStorage;-        window->DC.CurrentColumns = NULL;-        window->DC.LayoutType = ImGuiLayoutType_Vertical;-        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;--        window->DC.ItemWidth = window->ItemWidthDefault;-        window->DC.TextWrapPos = -1.0f; // disabled-        window->DC.ItemWidthStack.resize(0);-        window->DC.TextWrapPosStack.resize(0);--        if (window->AutoFitFramesX > 0)-            window->AutoFitFramesX--;-        if (window->AutoFitFramesY > 0)-            window->AutoFitFramesY--;--        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)-        if (want_focus)-        {-            FocusWindow(window);-            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls-        }--        // Title bar-        if (!(flags & ImGuiWindowFlags_NoTitleBar))-            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);--        // Clear hit test shape every frame-        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;--        // Pressing CTRL+C while holding on a window copy its content to the clipboard-        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.-        // Maybe we can support CTRL+C on every element?-        /*-        //if (g.NavWindow == window && g.ActiveId == 0)-        if (g.ActiveId == window->MoveId)-            if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))-                LogToClipboard();-        */--        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().-        // This is useful to allow creating context menus on title bar only, etc.-        SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);--        // [Test Engine] Register title bar / tab-        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))-            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID);-    }-    else-    {-        // Append-        SetCurrentWindow(window);-    }--    // Pull/inherit current state-    window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595--    PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);--    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)-    window->WriteAccessed = false;-    window->BeginCount++;-    g.NextWindowData.ClearFlags();--    // Update visibility-    if (first_begin_of_the_frame)-    {-        if (flags & ImGuiWindowFlags_ChildWindow)-        {-            // Child window can be out of sight and have "negative" clip windows.-            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).-            IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);-            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??-            {-                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);-                if (!g.LogEnabled && !nav_request)-                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)-                        window->HiddenFramesCanSkipItems = 1;-            }--            // Hide along with parent or if parent is collapsed-            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))-                window->HiddenFramesCanSkipItems = 1;-            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))-                window->HiddenFramesCannotSkipItems = 1;-        }--        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)-        if (style.Alpha <= 0.0f)-            window->HiddenFramesCanSkipItems = 1;--        // Update the Hidden flag-        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);-        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);--        // Disable inputs for requested number of frames-        if (window->DisableInputsFrames > 0)-        {-            window->DisableInputsFrames--;-            window->Flags |= ImGuiWindowFlags_NoInputs;-        }--        // Update the SkipItems flag, used to early out of all items functions (no layout required)-        bool skip_items = false;-        if (window->Collapsed || !window->Active || hidden_regular)-            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)-                skip_items = true;-        window->SkipItems = skip_items;-    }--    return !window->SkipItems;-}--void ImGui::End()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    // Error checking: verify that user hasn't called End() too many times!-    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)-    {-        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");-        return;-    }-    IM_ASSERT(g.CurrentWindowStack.Size > 0);--    // Error checking: verify that user doesn't directly call End() on a child window.-    if (window->Flags & ImGuiWindowFlags_ChildWindow)-        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");--    // Close anything that is open-    if (window->DC.CurrentColumns)-        EndColumns();-    PopClipRect();   // Inner window clip rectangle--    // Stop logging-    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging-        LogFinish();--    // Pop from window stack-    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;-    if (window->Flags & ImGuiWindowFlags_ChildMenu)-        g.BeginMenuCount--;-    if (window->Flags & ImGuiWindowFlags_Popup)-        g.BeginPopupStack.pop_back();-    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState();-    g.CurrentWindowStack.pop_back();-    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);-}--void ImGui::BringWindowToFocusFront(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(window == window->RootWindow);--    const int cur_order = window->FocusOrder;-    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);-    if (g.WindowsFocusOrder.back() == window)-        return;--    const int new_order = g.WindowsFocusOrder.Size - 1;-    for (int n = cur_order; n < new_order; n++)-    {-        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];-        g.WindowsFocusOrder[n]->FocusOrder--;-        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);-    }-    g.WindowsFocusOrder[new_order] = window;-    window->FocusOrder = (short)new_order;-}--void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* current_front_window = g.Windows.back();-    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)-        return;-    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window-        if (g.Windows[i] == window)-        {-            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));-            g.Windows[g.Windows.Size - 1] = window;-            break;-        }-}--void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    if (g.Windows[0] == window)-        return;-    for (int i = 0; i < g.Windows.Size; i++)-        if (g.Windows[i] == window)-        {-            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));-            g.Windows[0] = window;-            break;-        }-}--void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)-{-    IM_ASSERT(window != NULL && behind_window != NULL);-    ImGuiContext& g = *GImGui;-    window = window->RootWindow;-    behind_window = behind_window->RootWindow;-    int pos_wnd = FindWindowDisplayIndex(window);-    int pos_beh = FindWindowDisplayIndex(behind_window);-    if (pos_wnd < pos_beh)-    {-        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);-        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);-        g.Windows[pos_beh - 1] = window;-    }-    else-    {-        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);-        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);-        g.Windows[pos_beh] = window;-    }-}--int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    return g.Windows.index_from_ptr(g.Windows.find(window));-}--// Moving window to front of display and set focus (which happens to be back of our sorted list)-void ImGui::FocusWindow(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;--    if (g.NavWindow != window)-    {-        SetNavWindow(window);-        if (window && g.NavDisableMouseHover)-            g.NavMousePosDirty = true;-        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId-        g.NavLayer = ImGuiNavLayer_Main;-        g.NavFocusScopeId = 0;-        g.NavIdIsAlive = false;-    }--    // Close popups if any-    ClosePopupsOverWindow(window, false);--    // Move the root window to the top of the pile-    IM_ASSERT(window == NULL || window->RootWindow != NULL);-    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop-    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;--    // Steal active widgets. Some of the cases it triggers includes:-    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.-    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)-    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)-        if (!g.ActiveIdNoClearOnFocusLoss)-            ClearActiveID();--    // Passing NULL allow to disable keyboard focus-    if (!window)-        return;--    // Bring to front-    BringWindowToFocusFront(focus_front_window);-    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)-        BringWindowToDisplayFront(display_front_window);-}--void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)-{-    ImGuiContext& g = *GImGui;-    int start_idx = g.WindowsFocusOrder.Size - 1;-    if (under_this_window != NULL)-    {-        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)-        int offset = -1;-        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)-        {-            under_this_window = under_this_window->ParentWindow;-            offset = 0;-        }-        start_idx = FindWindowFocusIndex(under_this_window) + offset;-    }-    for (int i = start_idx; i >= 0; i--)-    {-        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.-        ImGuiWindow* window = g.WindowsFocusOrder[i];-        IM_ASSERT(window == window->RootWindow);-        if (window != ignore_window && window->WasActive)-            if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))-            {-                ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);-                FocusWindow(focus_window);-                return;-            }-    }-    FocusWindow(NULL);-}--// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.-void ImGui::SetCurrentFont(ImFont* font)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?-    IM_ASSERT(font->Scale > 0.0f);-    g.Font = font;-    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);-    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;--    ImFontAtlas* atlas = g.Font->ContainerAtlas;-    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;-    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;-    g.DrawListSharedData.Font = g.Font;-    g.DrawListSharedData.FontSize = g.FontSize;-}--void ImGui::PushFont(ImFont* font)-{-    ImGuiContext& g = *GImGui;-    if (!font)-        font = GetDefaultFont();-    SetCurrentFont(font);-    g.FontStack.push_back(font);-    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);-}--void  ImGui::PopFont()-{-    ImGuiContext& g = *GImGui;-    g.CurrentWindow->DrawList->PopTextureID();-    g.FontStack.pop_back();-    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());-}--void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)-{-    ImGuiContext& g = *GImGui;-    ImGuiItemFlags item_flags = g.CurrentItemFlags;-    IM_ASSERT(item_flags == g.ItemFlagsStack.back());-    if (enabled)-        item_flags |= option;-    else-        item_flags &= ~option;-    g.CurrentItemFlags = item_flags;-    g.ItemFlagsStack.push_back(item_flags);-}--void ImGui::PopItemFlag()-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.-    g.ItemFlagsStack.pop_back();-    g.CurrentItemFlags = g.ItemFlagsStack.back();-}--// BeginDisabled()/EndDisabled()-// - 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)-// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.-// - Feedback welcome at https://github.com/ocornut/imgui/issues/211-// - 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.-// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()-void ImGui::BeginDisabled(bool disabled)-{-    ImGuiContext& g = *GImGui;-    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;-    if (!was_disabled && disabled)-    {-        g.DisabledAlphaBackup = g.Style.Alpha;-        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);-    }-    if (was_disabled || disabled)-        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;-    g.ItemFlagsStack.push_back(g.CurrentItemFlags);-    g.DisabledStackSize++;-}--void ImGui::EndDisabled()-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.DisabledStackSize > 0);-    g.DisabledStackSize--;-    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;-    //PopItemFlag();-    g.ItemFlagsStack.pop_back();-    g.CurrentItemFlags = g.ItemFlagsStack.back();-    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)-        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();-}--// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.-void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)-{-    PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);-}--void ImGui::PopAllowKeyboardFocus()-{-    PopItemFlag();-}--void ImGui::PushButtonRepeat(bool repeat)-{-    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);-}--void ImGui::PopButtonRepeat()-{-    PopItemFlag();-}--void ImGui::PushTextWrapPos(float wrap_pos_x)-{-    ImGuiWindow* window = GetCurrentWindow();-    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);-    window->DC.TextWrapPos = wrap_pos_x;-}--void ImGui::PopTextWrapPos()-{-    ImGuiWindow* window = GetCurrentWindow();-    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();-    window->DC.TextWrapPosStack.pop_back();-}--static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)-{-    ImGuiWindow* last_window = NULL;-    while (last_window != window)-    {-        last_window = window;-        window = window->RootWindow;-        if (popup_hierarchy)-            window = window->RootWindowPopupTree;-    }-    return window;-}--bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)-{-    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);-    if (window_root == potential_parent)-        return true;-    while (window != NULL)-    {-        if (window == potential_parent)-            return true;-        if (window == window_root) // end of chain-            return false;-        window = window->ParentWindow;-    }-    return false;-}--bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)-{-    if (window->RootWindow == potential_parent)-        return true;-    while (window != NULL)-    {-        if (window == potential_parent)-            return true;-        window = window->ParentWindowInBeginStack;-    }-    return false;-}--bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)-{-    ImGuiContext& g = *GImGui;--    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array-    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);-    if (display_layer_delta != 0)-        return display_layer_delta > 0;--    for (int i = g.Windows.Size - 1; i >= 0; i--)-    {-        ImGuiWindow* candidate_window = g.Windows[i];-        if (candidate_window == potential_above)-            return true;-        if (candidate_window == potential_below)-            return false;-    }-    return false;-}--bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)-{-    IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0);   // Flags not supported by this function-    ImGuiContext& g = *GImGui;-    ImGuiWindow* ref_window = g.HoveredWindow;-    ImGuiWindow* cur_window = g.CurrentWindow;-    if (ref_window == NULL)-        return false;--    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)-    {-        IM_ASSERT(cur_window); // Not inside a Begin()/End()-        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;-        if (flags & ImGuiHoveredFlags_RootWindow)-            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);--        bool result;-        if (flags & ImGuiHoveredFlags_ChildWindows)-            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);-        else-            result = (ref_window == cur_window);-        if (!result)-            return false;-    }--    if (!IsWindowContentHoverable(ref_window, flags))-        return false;-    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))-        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)-            return false;-    return true;-}--bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* ref_window = g.NavWindow;-    ImGuiWindow* cur_window = g.CurrentWindow;--    if (ref_window == NULL)-        return false;-    if (flags & ImGuiFocusedFlags_AnyWindow)-        return true;--    IM_ASSERT(cur_window); // Not inside a Begin()/End()-    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;-    if (flags & ImGuiHoveredFlags_RootWindow)-        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);--    if (flags & ImGuiHoveredFlags_ChildWindows)-        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);-    else-        return (ref_window == cur_window);-}--// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)-// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.-// If you want a window to never be focused, you may use the e.g. NoInputs flag.-bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)-{-    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);-}--float ImGui::GetWindowWidth()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->Size.x;-}--float ImGui::GetWindowHeight()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->Size.y;-}--ImVec2 ImGui::GetWindowPos()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    return window->Pos;-}--void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)-{-    // Test condition (NB: bit 0 is always true) and clear flags for next time-    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)-        return;--    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.-    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);-    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);--    // Set-    const ImVec2 old_pos = window->Pos;-    window->Pos = ImFloor(pos);-    ImVec2 offset = window->Pos - old_pos;-    if (offset.x == 0.0f && offset.y == 0.0f)-        return;-    MarkIniSettingsDirty(window);-    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor-    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.-    window->DC.IdealMaxPos += offset;-    window->DC.CursorStartPos += offset;-}--void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)-{-    ImGuiWindow* window = GetCurrentWindowRead();-    SetWindowPos(window, pos, cond);-}--void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)-{-    if (ImGuiWindow* window = FindWindowByName(name))-        SetWindowPos(window, pos, cond);-}--ImVec2 ImGui::GetWindowSize()-{-    ImGuiWindow* window = GetCurrentWindowRead();-    return window->Size;-}--void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)-{-    // Test condition (NB: bit 0 is always true) and clear flags for next time-    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)-        return;--    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.-    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);--    // Set-    ImVec2 old_size = window->SizeFull;-    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;-    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;-    if (size.x <= 0.0f)-        window->AutoFitOnlyGrows = false;-    else-        window->SizeFull.x = IM_FLOOR(size.x);-    if (size.y <= 0.0f)-        window->AutoFitOnlyGrows = false;-    else-        window->SizeFull.y = IM_FLOOR(size.y);-    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)-        MarkIniSettingsDirty(window);-}--void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)-{-    SetWindowSize(GImGui->CurrentWindow, size, cond);-}--void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)-{-    if (ImGuiWindow* window = FindWindowByName(name))-        SetWindowSize(window, size, cond);-}--void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)-{-    // Test condition (NB: bit 0 is always true) and clear flags for next time-    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)-        return;-    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);--    // Set-    window->Collapsed = collapsed;-}--void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)-{-    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters-    window->HitTestHoleSize = ImVec2ih(size);-    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);-}--void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)-{-    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);-}--bool ImGui::IsWindowCollapsed()-{-    ImGuiWindow* window = GetCurrentWindowRead();-    return window->Collapsed;-}--bool ImGui::IsWindowAppearing()-{-    ImGuiWindow* window = GetCurrentWindowRead();-    return window->Appearing;-}--void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)-{-    if (ImGuiWindow* window = FindWindowByName(name))-        SetWindowCollapsed(window, collapsed, cond);-}--void ImGui::SetWindowFocus()-{-    FocusWindow(GImGui->CurrentWindow);-}--void ImGui::SetWindowFocus(const char* name)-{-    if (name)-    {-        if (ImGuiWindow* window = FindWindowByName(name))-            FocusWindow(window);-    }-    else-    {-        FocusWindow(NULL);-    }-}--void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;-    g.NextWindowData.PosVal = pos;-    g.NextWindowData.PosPivotVal = pivot;-    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;-}--void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;-    g.NextWindowData.SizeVal = size;-    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;-}--void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)-{-    ImGuiContext& g = *GImGui;-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;-    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);-    g.NextWindowData.SizeCallback = custom_callback;-    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;-}--// Content size = inner scrollable rectangle, padded with WindowPadding.-// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.-void ImGui::SetNextWindowContentSize(const ImVec2& size)-{-    ImGuiContext& g = *GImGui;-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;-    g.NextWindowData.ContentSizeVal = ImFloor(size);-}--void ImGui::SetNextWindowScroll(const ImVec2& scroll)-{-    ImGuiContext& g = *GImGui;-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;-    g.NextWindowData.ScrollVal = scroll;-}--void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;-    g.NextWindowData.CollapsedVal = collapsed;-    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;-}--void ImGui::SetNextWindowFocus()-{-    ImGuiContext& g = *GImGui;-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;-}--void ImGui::SetNextWindowBgAlpha(float alpha)-{-    ImGuiContext& g = *GImGui;-    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;-    g.NextWindowData.BgAlphaVal = alpha;-}--ImDrawList* ImGui::GetWindowDrawList()-{-    ImGuiWindow* window = GetCurrentWindow();-    return window->DrawList;-}--ImFont* ImGui::GetFont()-{-    return GImGui->Font;-}--float ImGui::GetFontSize()-{-    return GImGui->FontSize;-}--ImVec2 ImGui::GetFontTexUvWhitePixel()-{-    return GImGui->DrawListSharedData.TexUvWhitePixel;-}--void ImGui::SetWindowFontScale(float scale)-{-    IM_ASSERT(scale > 0.0f);-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();-    window->FontWindowScale = scale;-    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();-}--void ImGui::ActivateItem(ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    g.NavNextActivateId = id;-    g.NavNextActivateFlags = ImGuiActivateFlags_None;-}--void ImGui::PushFocusScope(ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent);-    window->DC.NavFocusScopeIdCurrent = id;-}--void ImGui::PopFocusScope()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?-    window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back();-    g.FocusScopeStack.pop_back();-}--// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!-void ImGui::SetKeyboardFocusHere(int offset)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    IM_ASSERT(offset >= -1);    // -1 is allowed but not below-    IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);--    // It makes sense in the vast majority of cases to never interrupt a drag and drop.-    // When we refactor this function into ActivateItem() we may want to make this an option.-    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but-    // is also automatically dropped in the event g.ActiveId is stolen.-    if (g.DragDropActive || g.MovingWindow != NULL)-    {-        IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n");-        return;-    }--    SetNavWindow(window);--    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;-    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.-    if (offset == -1)-    {-        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);-    }-    else-    {-        g.NavTabbingDir = 1;-        g.NavTabbingCounter = offset + 1;-    }-}--void ImGui::SetItemDefaultFocus()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (!window->Appearing)-        return;-    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)-        return;--    g.NavInitRequest = false;-    g.NavInitResultId = g.LastItemData.ID;-    g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect);-    NavUpdateAnyRequestFlag();--    // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll)-    if (!IsItemVisible())-        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);-}--void ImGui::SetStateStorage(ImGuiStorage* tree)-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    window->DC.StateStorage = tree ? tree : &window->StateStorage;-}--ImGuiStorage* ImGui::GetStateStorage()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->DC.StateStorage;-}--void ImGui::PushID(const char* str_id)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImGuiID id = window->GetID(str_id);-    window->IDStack.push_back(id);-}--void ImGui::PushID(const char* str_id_begin, const char* str_id_end)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImGuiID id = window->GetID(str_id_begin, str_id_end);-    window->IDStack.push_back(id);-}--void ImGui::PushID(const void* ptr_id)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImGuiID id = window->GetID(ptr_id);-    window->IDStack.push_back(id);-}--void ImGui::PushID(int int_id)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImGuiID id = window->GetID(int_id);-    window->IDStack.push_back(id);-}--// Push a given id value ignoring the ID stack as a seed.-void ImGui::PushOverrideID(ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (g.DebugHookIdInfo == id)-        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);-    window->IDStack.push_back(id);-}--// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call-// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.-//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)-ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)-{-    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);-    ImGuiContext& g = *GImGui;-    if (g.DebugHookIdInfo == id)-        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);-    return id;-}--void ImGui::PopID()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?-    window->IDStack.pop_back();-}--ImGuiID ImGui::GetID(const char* str_id)-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->GetID(str_id);-}--ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->GetID(str_id_begin, str_id_end);-}--ImGuiID ImGui::GetID(const void* ptr_id)-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->GetID(ptr_id);-}--bool ImGui::IsRectVisible(const ImVec2& size)-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));-}--bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));-}---//------------------------------------------------------------------------------// [SECTION] INPUTS-//-------------------------------------------------------------------------------// Test if mouse cursor is hovering given rectangle-// NB- Rectangle is clipped by our current clip setting-// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)-bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)-{-    ImGuiContext& g = *GImGui;--    // Clip-    ImRect rect_clipped(r_min, r_max);-    if (clip)-        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);--    // Expand for touch input-    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);-    if (!rect_for_touch.Contains(g.IO.MousePos))-        return false;-    return true;-}--ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key)-{-    ImGuiContext& g = *GImGui;-    int index;-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO-    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);-    if (IsLegacyKey(key))-        index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native-    else-        index = key;-#else-    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");-    index = key - ImGuiKey_NamedKey_BEGIN;-#endif-    return &g.IO.KeysData[index];-}--#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO-int ImGui::GetKeyIndex(ImGuiKey key)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(IsNamedKey(key));-    const ImGuiKeyData* key_data = GetKeyData(key);-    return (int)(key_data - g.IO.KeysData);-}-#endif--// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.-static const char* const GKeyNames[] =-{-    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",-    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",-    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",-    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",-    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",-    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",-    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",-    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",-    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",-    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",-    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",-    "GamepadStart", "GamepadBack", "GamepadFaceUp", "GamepadFaceDown", "GamepadFaceLeft", "GamepadFaceRight",-    "GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight",-    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",-    "GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight",-    "GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight",-    "ModCtrl", "ModShift", "ModAlt", "ModSuper"-};-IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));--const char* ImGui::GetKeyName(ImGuiKey key)-{-#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO-    IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");-#else-    if (IsLegacyKey(key))-    {-        ImGuiIO& io = GetIO();-        if (io.KeyMap[key] == -1)-            return "N/A";-        IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key]));-        key = (ImGuiKey)io.KeyMap[key];-    }-#endif-    if (key == ImGuiKey_None)-        return "None";-    if (!IsNamedKey(key))-        return "Unknown";--    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];-}--// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)-// t1 = current time (e.g.: g.Time)-// An event is triggered at:-//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N-int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)-{-    if (t1 == 0.0f)-        return 1;-    if (t0 >= t1)-        return 0;-    if (repeat_rate <= 0.0f)-        return (t0 < repeat_delay) && (t1 >= repeat_delay);-    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);-    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);-    const int count = count_t1 - count_t0;-    return count;-}--int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)-{-    ImGuiContext& g = *GImGui;-    const ImGuiKeyData* key_data = GetKeyData(key);-    const float t = key_data->DownDuration;-    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);-}--// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.-// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)-bool ImGui::IsKeyDown(ImGuiKey key)-{-    const ImGuiKeyData* key_data = GetKeyData(key);-    if (!key_data->Down)-        return false;-    return true;-}--bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)-{-    ImGuiContext& g = *GImGui;-    const ImGuiKeyData* key_data = GetKeyData(key);-    const float t = key_data->DownDuration;-    if (t < 0.0f)-        return false;-    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);-    if (!pressed)-        return false;-    return true;-}--bool ImGui::IsKeyReleased(ImGuiKey key)-{-    const ImGuiKeyData* key_data = GetKeyData(key);-    if (key_data->DownDurationPrev < 0.0f || key_data->Down)-        return false;-    return true;-}--bool ImGui::IsMouseDown(ImGuiMouseButton button)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));-    return g.IO.MouseDown[button];-}--bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));-    const float t = g.IO.MouseDownDuration[button];-    if (t == 0.0f)-        return true;-    if (repeat && t > g.IO.KeyRepeatDelay)-        return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;-    return false;-}--bool ImGui::IsMouseReleased(ImGuiMouseButton button)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));-    return g.IO.MouseReleased[button];-}--bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));-    return g.IO.MouseClickedCount[button] == 2;-}--int ImGui::GetMouseClickedCount(ImGuiMouseButton button)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));-    return g.IO.MouseClickedCount[button];-}--// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.-// [Internal] This doesn't test if the button is pressed-bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));-    if (lock_threshold < 0.0f)-        lock_threshold = g.IO.MouseDragThreshold;-    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;-}--bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));-    if (!g.IO.MouseDown[button])-        return false;-    return IsMouseDragPastThreshold(button, lock_threshold);-}--ImVec2 ImGui::GetMousePos()-{-    ImGuiContext& g = *GImGui;-    return g.IO.MousePos;-}--// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!-ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()-{-    ImGuiContext& g = *GImGui;-    if (g.BeginPopupStack.Size > 0)-        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;-    return g.IO.MousePos;-}--// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.-bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)-{-    // The assert is only to silence a false-positive in XCode Static Analysis.-    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).-    IM_ASSERT(GImGui != NULL);-    const float MOUSE_INVALID = -256000.0f;-    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;-    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;-}--// [WILL OBSOLETE] 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.-bool ImGui::IsAnyMouseDown()-{-    ImGuiContext& g = *GImGui;-    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)-        if (g.IO.MouseDown[n])-            return true;-    return false;-}--// Return the delta from the initial clicking position while the mouse button is clicked or was just released.-// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.-// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.-ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));-    if (lock_threshold < 0.0f)-        lock_threshold = g.IO.MouseDragThreshold;-    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])-        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)-            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))-                return g.IO.MousePos - g.IO.MouseClickedPos[button];-    return ImVec2(0.0f, 0.0f);-}--void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));-    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr-    g.IO.MouseClickedPos[button] = g.IO.MousePos;-}--ImGuiMouseCursor ImGui::GetMouseCursor()-{-    ImGuiContext& g = *GImGui;-    return g.MouseCursor;-}--void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)-{-    ImGuiContext& g = *GImGui;-    g.MouseCursor = cursor_type;-}--void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)-{-    ImGuiContext& g = *GImGui;-    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;-}--void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)-{-    ImGuiContext& g = *GImGui;-    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;-}--#ifndef IMGUI_DISABLE_DEBUG_TOOLS-static const char* GetInputSourceName(ImGuiInputSource source)-{-    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" };-    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);-    return input_source_names[source];-}-#endif--/*static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)-{-    if (e->Type == ImGuiInputEventType_MousePos)    { IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }-    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }-    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.1f %.1f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }-    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }-    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }-    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }-}*/--// Process input queue-// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.-// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)-// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)-void ImGui::UpdateInputEvents(bool trickle_fast_inputs)-{-    ImGuiContext& g = *GImGui;-    ImGuiIO& io = g.IO;--    // Only trickle chars<>key when working with InputText()-    // FIXME: InputText() could parse event trail?-    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)-    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);--    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;-    int  mouse_button_changed = 0x00;-    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;--    int event_n = 0;-    for (; event_n < g.InputEventsQueue.Size; event_n++)-    {-        const ImGuiInputEvent* e = &g.InputEventsQueue[event_n];-        if (e->Type == ImGuiInputEventType_MousePos)-        {-            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);-            if (IsMousePosValid(&event_pos))-                event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs()-            if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y)-            {-                // Trickling Rule: Stop processing queued events if we already handled a mouse button change-                if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))-                    break;-                io.MousePos = event_pos;-                mouse_moved = true;-            }-        }-        else if (e->Type == ImGuiInputEventType_MouseButton)-        {-            const ImGuiMouseButton button = e->MouseButton.Button;-            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);-            if (io.MouseDown[button] != e->MouseButton.Down)-            {-                // Trickling Rule: Stop processing queued events if we got multiple action on the same button-                if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))-                    break;-                io.MouseDown[button] = e->MouseButton.Down;-                mouse_button_changed |= (1 << button);-            }-        }-        else if (e->Type == ImGuiInputEventType_MouseWheel)-        {-            if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f)-            {-                // Trickling Rule: Stop processing queued events if we got multiple action on the event-                if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))-                    break;-                io.MouseWheelH += e->MouseWheel.WheelX;-                io.MouseWheel += e->MouseWheel.WheelY;-                mouse_wheeled = true;-            }-        }-        else if (e->Type == ImGuiInputEventType_Key)-        {-            ImGuiKey key = e->Key.Key;-            IM_ASSERT(key != ImGuiKey_None);-            const int keydata_index = (key - ImGuiKey_KeysData_OFFSET);-            ImGuiKeyData* keydata = &io.KeysData[keydata_index];-            if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue)-            {-                // Trickling Rule: Stop processing queued events if we got multiple action on the same button-                if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0))-                    break;-                keydata->Down = e->Key.Down;-                keydata->AnalogValue = e->Key.AnalogValue;-                key_changed = true;-                key_changed_mask.SetBit(keydata_index);--                if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper)-                {-                    if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; }-                    if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; }-                    if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; }-                    if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; }-                    io.KeyMods = GetMergedModFlags();-                }--                // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO-                io.KeysDown[key] = keydata->Down;-                if (io.KeyMap[key] != -1)-                    io.KeysDown[io.KeyMap[key]] = keydata->Down;-#endif-            }-        }-        else if (e->Type == ImGuiInputEventType_Text)-        {-            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with-            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))-                break;-            unsigned int c = e->Text.Char;-            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);-            if (trickle_interleaved_keys_and_text)-                text_inputted = true;-        }-        else if (e->Type == ImGuiInputEventType_Focus)-        {-            // We intentionally overwrite this and process lower, in order to give a chance-            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.-            io.AppFocusLost = !e->AppFocused.Focused;-        }-        else-        {-            IM_ASSERT(0 && "Unknown event!");-        }-    }--    // Record trail (for domain-specific applications wanting to access a precise trail)-    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);-    for (int n = 0; n < event_n; n++)-        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);--    // [DEBUG]-    /*if (event_n != 0)-        for (int n = 0; n < g.InputEventsQueue.Size; n++)-            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);*/--    // Remaining events will be processed on the next frame-    if (event_n == g.InputEventsQueue.Size)-        g.InputEventsQueue.resize(0);-    else-        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);--    // Clear buttons state when focus is lost-    // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle)-    if (g.IO.AppFocusLost)-    {-        g.IO.ClearInputKeys();-        g.IO.AppFocusLost = false;-    }-}---//------------------------------------------------------------------------------// [SECTION] ERROR CHECKING-//-------------------------------------------------------------------------------// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.-// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit-// If this triggers you have an issue:-// - Most commonly: mismatched headers and compiled code version.-// - Or: mismatched configuration #define, compilation settings, packing pragma etc.-//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,-//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).-//   Otherwise it is possible that different compilation units would see different structure layout-bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)-{-    bool error = false;-    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }-    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }-    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }-    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }-    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }-    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }-    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }-    return !error;-}--static void ImGui::ErrorCheckNewFrameSanityChecks()-{-    ImGuiContext& g = *GImGui;--    // Check user IM_ASSERT macro-    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!-    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.-    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)-    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!-    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!-    if (true) IM_ASSERT(1); else IM_ASSERT(0);--    // Check user data-    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)-    IM_ASSERT(g.Initialized);-    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");-    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");-    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");-    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");-    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");-    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");-    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations-    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");-    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);-    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);-#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO-    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)-        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");--    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)-    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)-        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");-#endif--    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.-    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))-        g.IO.ConfigWindowsResizeFromEdges = false;-}--static void ImGui::ErrorCheckEndFrameSanityChecks()-{-    ImGuiContext& g = *GImGui;--    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()-    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().-    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will-    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.-    // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),-    // while still correctly asserting on mid-frame key press events.-    const ImGuiModFlags key_mods = GetMergedModFlags();-    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");-    IM_UNUSED(key_mods);--    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().-    //ErrorCheckEndFrameRecover();--    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you-    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).-    if (g.CurrentWindowStack.Size != 1)-    {-        if (g.CurrentWindowStack.Size > 1)-        {-            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");-            while (g.CurrentWindowStack.Size > 1)-                End();-        }-        else-        {-            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");-        }-    }--    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");-}--// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.-// Must be called during or before EndFrame().-// This is generally flawed as we are not necessarily End/Popping things in the right order.-// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.-// FIXME: Can't recover from interleaved BeginTabBar/Begin-void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)-{-    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"-    ImGuiContext& g = *GImGui;-    while (g.CurrentWindowStack.Size > 0) //-V1044-    {-        ErrorCheckEndWindowRecover(log_callback, user_data);-        ImGuiWindow* window = g.CurrentWindow;-        if (g.CurrentWindowStack.Size == 1)-        {-            IM_ASSERT(window->IsFallbackWindow);-            break;-        }-        if (window->Flags & ImGuiWindowFlags_ChildWindow)-        {-            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);-            EndChild();-        }-        else-        {-            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);-            End();-        }-    }-}--// Must be called before End()/EndChild()-void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)-{-    ImGuiContext& g = *GImGui;-    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))-    {-        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);-        EndTable();-    }--    ImGuiWindow* window = g.CurrentWindow;-    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;-    IM_ASSERT(window != NULL);-    while (g.CurrentTabBar != NULL) //-V1044-    {-        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);-        EndTabBar();-    }-    while (window->DC.TreeDepth > 0)-    {-        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);-        TreePop();-    }-    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044-    {-        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);-        EndGroup();-    }-    while (window->IDStack.Size > 1)-    {-        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);-        PopID();-    }-    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044-    {-        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);-        EndDisabled();-    }-    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)-    {-        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));-        PopStyleColor();-    }-    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044-    {-        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);-        PopItemFlag();-    }-    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044-    {-        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);-        PopStyleVar();-    }-    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044-    {-        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);-        PopFocusScope();-    }-}--// Save current stack sizes for later compare-void ImGuiStackSizes::SetToCurrentState()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    SizeOfIDStack = (short)window->IDStack.Size;-    SizeOfColorStack = (short)g.ColorStack.Size;-    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;-    SizeOfFontStack = (short)g.FontStack.Size;-    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;-    SizeOfGroupStack = (short)g.GroupStack.Size;-    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;-    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;-    SizeOfDisabledStack = (short)g.DisabledStackSize;-}--// Compare to detect usage errors-void ImGuiStackSizes::CompareWithCurrentState()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    IM_UNUSED(window);--    // Window stacks-    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)-    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");--    // Global stacks-    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.-    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");-    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");-    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");-    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");-    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");-    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");-    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");-    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");-}---//------------------------------------------------------------------------------// [SECTION] LAYOUT-//------------------------------------------------------------------------------// - ItemSize()-// - ItemAdd()-// - SameLine()-// - GetCursorScreenPos()-// - SetCursorScreenPos()-// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()-// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()-// - GetCursorStartPos()-// - Indent()-// - Unindent()-// - SetNextItemWidth()-// - PushItemWidth()-// - PushMultiItemsWidths()-// - PopItemWidth()-// - CalcItemWidth()-// - CalcItemSize()-// - GetTextLineHeight()-// - GetTextLineHeightWithSpacing()-// - GetFrameHeight()-// - GetFrameHeightWithSpacing()-// - GetContentRegionMax()-// - GetContentRegionMaxAbs() [Internal]-// - GetContentRegionAvail(),-// - GetWindowContentRegionMin(), GetWindowContentRegionMax()-// - BeginGroup()-// - EndGroup()-// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.-//-------------------------------------------------------------------------------// Advance cursor given item size for layout.-// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.-// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.-void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return;--    // We increase the height in this function to accommodate for baseline offset.-    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,-    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.-    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;--    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;-    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);--    // Always align ourselves on pixel boundaries-    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]-    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;-    window->DC.CursorPosPrevLine.y = line_y1;-    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line-    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                    // Next line-    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);-    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);-    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]--    window->DC.PrevLineSize.y = line_height;-    window->DC.CurrLineSize.y = 0.0f;-    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);-    window->DC.CurrLineTextBaseOffset = 0.0f;-    window->DC.IsSameLine = false;--    // Horizontal layout mode-    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)-        SameLine();-}--// Declare item bounding box for clipping and interaction.-// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface-// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.-bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    // Set item data-    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)-    g.LastItemData.ID = id;-    g.LastItemData.Rect = bb;-    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;-    g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;-    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;--    // Directional navigation processing-    if (id != 0)-    {-        KeepAliveID(id);--        // Runs prior to clipping early-out-        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget-        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests-        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of-        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.-        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able-        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).-        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.-        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.-        window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);-        if (g.NavId == id || g.NavAnyRequest)-            if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)-                if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))-                    NavProcessItem();--        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".-        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".-        // READ THE FAQ: https://dearimgui.org/faq-        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");--        // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd()-#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX-        if (id == g.DebugItemPickerBreakId)-        {-            IM_DEBUG_BREAK();-            g.DebugItemPickerBreakId = 0;-        }-#endif-    }-    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;--#ifdef IMGUI_ENABLE_TEST_ENGINE-    if (id != 0)-        IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id);-#endif--    // Clipping test-    const bool is_clipped = IsClippedEx(bb, id);-    if (is_clipped)-        return false;-    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]--    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)-    if (IsMouseHoveringRect(bb.Min, bb.Max))-        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;-    return true;-}--// Gets back to previous line and continue with horizontal layout-//      offset_from_start_x == 0 : follow right after previous item-//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)-//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0-//      spacing_w >= 0           : enforce spacing amount-void ImGui::SameLine(float offset_from_start_x, float spacing_w)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return;--    if (offset_from_start_x != 0.0f)-    {-        if (spacing_w < 0.0f)-            spacing_w = 0.0f;-        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;-        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;-    }-    else-    {-        if (spacing_w < 0.0f)-            spacing_w = g.Style.ItemSpacing.x;-        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;-        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;-    }-    window->DC.CurrLineSize = window->DC.PrevLineSize;-    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;-    window->DC.IsSameLine = true;-}--ImVec2 ImGui::GetCursorScreenPos()-{-    ImGuiWindow* window = GetCurrentWindowRead();-    return window->DC.CursorPos;-}--void ImGui::SetCursorScreenPos(const ImVec2& pos)-{-    ImGuiWindow* window = GetCurrentWindow();-    window->DC.CursorPos = pos;-    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);-}--// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.-// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.-ImVec2 ImGui::GetCursorPos()-{-    ImGuiWindow* window = GetCurrentWindowRead();-    return window->DC.CursorPos - window->Pos + window->Scroll;-}--float ImGui::GetCursorPosX()-{-    ImGuiWindow* window = GetCurrentWindowRead();-    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;-}--float ImGui::GetCursorPosY()-{-    ImGuiWindow* window = GetCurrentWindowRead();-    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;-}--void ImGui::SetCursorPos(const ImVec2& local_pos)-{-    ImGuiWindow* window = GetCurrentWindow();-    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;-    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);-}--void ImGui::SetCursorPosX(float x)-{-    ImGuiWindow* window = GetCurrentWindow();-    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;-    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);-}--void ImGui::SetCursorPosY(float y)-{-    ImGuiWindow* window = GetCurrentWindow();-    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;-    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);-}--ImVec2 ImGui::GetCursorStartPos()-{-    ImGuiWindow* window = GetCurrentWindowRead();-    return window->DC.CursorStartPos - window->Pos;-}--void ImGui::Indent(float indent_w)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();-    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;-    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;-}--void ImGui::Unindent(float indent_w)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();-    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;-    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;-}--// Affect large frame+labels widgets only.-void ImGui::SetNextItemWidth(float item_width)-{-    ImGuiContext& g = *GImGui;-    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;-    g.NextItemData.Width = item_width;-}--// FIXME: Remove the == 0.0f behavior?-void ImGui::PushItemWidth(float item_width)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width-    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);-    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;-}--void ImGui::PushMultiItemsWidths(int components, float w_full)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    const ImGuiStyle& style = g.Style;-    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));-    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));-    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width-    window->DC.ItemWidthStack.push_back(w_item_last);-    for (int i = 0; i < components - 2; i++)-        window->DC.ItemWidthStack.push_back(w_item_one);-    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;-    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;-}--void ImGui::PopItemWidth()-{-    ImGuiWindow* window = GetCurrentWindow();-    window->DC.ItemWidth = window->DC.ItemWidthStack.back();-    window->DC.ItemWidthStack.pop_back();-}--// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().-// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()-float ImGui::CalcItemWidth()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    float w;-    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)-        w = g.NextItemData.Width;-    else-        w = window->DC.ItemWidth;-    if (w < 0.0f)-    {-        float region_max_x = GetContentRegionMaxAbs().x;-        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);-    }-    w = IM_FLOOR(w);-    return w;-}--// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().-// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.-// Note that only CalcItemWidth() is publicly exposed.-// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)-ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    ImVec2 region_max;-    if (size.x < 0.0f || size.y < 0.0f)-        region_max = GetContentRegionMaxAbs();--    if (size.x == 0.0f)-        size.x = default_w;-    else if (size.x < 0.0f)-        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);--    if (size.y == 0.0f)-        size.y = default_h;-    else if (size.y < 0.0f)-        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);--    return size;-}--float ImGui::GetTextLineHeight()-{-    ImGuiContext& g = *GImGui;-    return g.FontSize;-}--float ImGui::GetTextLineHeightWithSpacing()-{-    ImGuiContext& g = *GImGui;-    return g.FontSize + g.Style.ItemSpacing.y;-}--float ImGui::GetFrameHeight()-{-    ImGuiContext& g = *GImGui;-    return g.FontSize + g.Style.FramePadding.y * 2.0f;-}--float ImGui::GetFrameHeightWithSpacing()-{-    ImGuiContext& g = *GImGui;-    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;-}--// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!--// FIXME: This is in window space (not screen space!).-ImVec2 ImGui::GetContentRegionMax()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;-    if (window->DC.CurrentColumns || g.CurrentTable)-        mx.x = window->WorkRect.Max.x - window->Pos.x;-    return mx;-}--// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.-ImVec2 ImGui::GetContentRegionMaxAbs()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImVec2 mx = window->ContentRegionRect.Max;-    if (window->DC.CurrentColumns || g.CurrentTable)-        mx.x = window->WorkRect.Max.x;-    return mx;-}--ImVec2 ImGui::GetContentRegionAvail()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return GetContentRegionMaxAbs() - window->DC.CursorPos;-}--// In window space (not screen space!)-ImVec2 ImGui::GetWindowContentRegionMin()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->ContentRegionRect.Min - window->Pos;-}--ImVec2 ImGui::GetWindowContentRegionMax()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->ContentRegionRect.Max - window->Pos;-}--// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)-// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.-// FIXME-OPT: Could we safely early out on ->SkipItems?-void ImGui::BeginGroup()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    g.GroupStack.resize(g.GroupStack.Size + 1);-    ImGuiGroupData& group_data = g.GroupStack.back();-    group_data.WindowID = window->ID;-    group_data.BackupCursorPos = window->DC.CursorPos;-    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;-    group_data.BackupIndent = window->DC.Indent;-    group_data.BackupGroupOffset = window->DC.GroupOffset;-    group_data.BackupCurrLineSize = window->DC.CurrLineSize;-    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;-    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;-    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;-    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;-    group_data.EmitItem = true;--    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;-    window->DC.Indent = window->DC.GroupOffset;-    window->DC.CursorMaxPos = window->DC.CursorPos;-    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);-    if (g.LogEnabled)-        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return-}--void ImGui::EndGroup()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls--    ImGuiGroupData& group_data = g.GroupStack.back();-    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?--    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));--    window->DC.CursorPos = group_data.BackupCursorPos;-    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);-    window->DC.Indent = group_data.BackupIndent;-    window->DC.GroupOffset = group_data.BackupGroupOffset;-    window->DC.CurrLineSize = group_data.BackupCurrLineSize;-    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;-    if (g.LogEnabled)-        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return--    if (!group_data.EmitItem)-    {-        g.GroupStack.pop_back();-        return;-    }--    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.-    ItemSize(group_bb.GetSize());-    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);--    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.-    // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.-    // Also if you grep for LastItemId you'll notice it is only used in that context.-    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)-    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;-    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);-    if (group_contains_curr_active_id)-        g.LastItemData.ID = g.ActiveId;-    else if (group_contains_prev_active_id)-        g.LastItemData.ID = g.ActiveIdPreviousFrame;-    g.LastItemData.Rect = group_bb;--    // Forward Hovered flag-    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;-    if (group_contains_curr_hovered_id)-        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;--    // Forward Edited flag-    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)-        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;--    // Forward Deactivated flag-    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;-    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)-        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;--    g.GroupStack.pop_back();-    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]-}---//------------------------------------------------------------------------------// [SECTION] SCROLLING-//-------------------------------------------------------------------------------// Helper to snap on edges when aiming at an item very close to the edge,-// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.-// When we refactor the scrolling API this may be configurable with a flag?-// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.-static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)-{-    if (target <= snap_min + snap_threshold)-        return ImLerp(snap_min, target, center_ratio);-    if (target >= snap_max - snap_threshold)-        return ImLerp(target, snap_max, center_ratio);-    return target;-}--static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)-{-    ImVec2 scroll = window->Scroll;-    if (window->ScrollTarget.x < FLT_MAX)-    {-        float decoration_total_width = window->ScrollbarSizes.x;-        float center_x_ratio = window->ScrollTargetCenterRatio.x;-        float scroll_target_x = window->ScrollTarget.x;-        if (window->ScrollTargetEdgeSnapDist.x > 0.0f)-        {-            float snap_x_min = 0.0f;-            float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width;-            scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio);-        }-        scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width);-    }-    if (window->ScrollTarget.y < FLT_MAX)-    {-        float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y;-        float center_y_ratio = window->ScrollTargetCenterRatio.y;-        float scroll_target_y = window->ScrollTarget.y;-        if (window->ScrollTargetEdgeSnapDist.y > 0.0f)-        {-            float snap_y_min = 0.0f;-            float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height;-            scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio);-        }-        scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height);-    }-    scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));-    scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));-    if (!window->Collapsed && !window->SkipItems)-    {-        scroll.x = ImMin(scroll.x, window->ScrollMax.x);-        scroll.y = ImMin(scroll.y, window->ScrollMax.y);-    }-    return scroll;-}--void ImGui::ScrollToItem(ImGuiScrollFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ScrollToRectEx(window, g.LastItemData.NavRect, flags);-}--void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)-{-    ScrollToRectEx(window, item_rect, flags);-}--// Scroll to keep newly navigated item fully into view-ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));-    //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]--    // Check that only one behavior is selected per axis-    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));-    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));--    // Defaults-    ImGuiScrollFlags in_flags = flags;-    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)-        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;-    if ((flags & ImGuiScrollFlags_MaskY_) == 0)-        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;--    const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x;-    const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y;-    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth();-    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight();--    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)-    {-        if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x)-            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);-        else if (item_rect.Max.x >= window_rect.Max.x)-            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);-    }-    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))-    {-        float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x;-        SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f);-    }--    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)-    {-        if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y)-            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);-        else if (item_rect.Max.y >= window_rect.Max.y)-            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);-    }-    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))-    {-        float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y;-        SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f);-    }--    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);-    ImVec2 delta_scroll = next_scroll - window->Scroll;--    // Also scroll parent window to keep us into view if necessary-    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))-    {-        // FIXME-SCROLL: May be an option?-        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)-            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;-        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)-            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;-        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);-    }--    return delta_scroll;-}--float ImGui::GetScrollX()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->Scroll.x;-}--float ImGui::GetScrollY()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->Scroll.y;-}--float ImGui::GetScrollMaxX()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->ScrollMax.x;-}--float ImGui::GetScrollMaxY()-{-    ImGuiWindow* window = GImGui->CurrentWindow;-    return window->ScrollMax.y;-}--void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)-{-    window->ScrollTarget.x = scroll_x;-    window->ScrollTargetCenterRatio.x = 0.0f;-    window->ScrollTargetEdgeSnapDist.x = 0.0f;-}--void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)-{-    window->ScrollTarget.y = scroll_y;-    window->ScrollTargetCenterRatio.y = 0.0f;-    window->ScrollTargetEdgeSnapDist.y = 0.0f;-}--void ImGui::SetScrollX(float scroll_x)-{-    ImGuiContext& g = *GImGui;-    SetScrollX(g.CurrentWindow, scroll_x);-}--void ImGui::SetScrollY(float scroll_y)-{-    ImGuiContext& g = *GImGui;-    SetScrollY(g.CurrentWindow, scroll_y);-}--// Note that a local position will vary depending on initial scroll value,-// This is a little bit confusing so bear with us:-//  - local_pos = (absolution_pos - window->Pos)-//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,-//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.-//  - They mostly exists because of legacy API.-// Following the rules above, when trying to work with scrolling code, consider that:-//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!-//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense-// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size-void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)-{-    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);-    window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset-    window->ScrollTargetCenterRatio.x = center_x_ratio;-    window->ScrollTargetEdgeSnapDist.x = 0.0f;-}--void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)-{-    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);-    const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect;-    local_y -= decoration_up_height;-    window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset-    window->ScrollTargetCenterRatio.y = center_y_ratio;-    window->ScrollTargetEdgeSnapDist.y = 0.0f;-}--void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)-{-    ImGuiContext& g = *GImGui;-    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);-}--void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)-{-    ImGuiContext& g = *GImGui;-    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);-}--// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.-void ImGui::SetScrollHereX(float center_x_ratio)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);-    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);-    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos--    // Tweak: snap on edges when aiming at an item very close to the edge-    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);-}--// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.-void ImGui::SetScrollHereY(float center_y_ratio)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);-    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);-    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos--    // Tweak: snap on edges when aiming at an item very close to the edge-    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);-}--//------------------------------------------------------------------------------// [SECTION] TOOLTIPS-//-------------------------------------------------------------------------------void ImGui::BeginTooltip()-{-    BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);-}--void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)-{-    ImGuiContext& g = *GImGui;--    if (g.DragDropWithinSource || g.DragDropWithinTarget)-    {-        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)-        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.-        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.-        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;-        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);-        SetNextWindowPos(tooltip_pos);-        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);-        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(-        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;-    }--    char window_name[16];-    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);-    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)-        if (ImGuiWindow* window = FindWindowByName(window_name))-            if (window->Active)-            {-                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.-                window->Hidden = true;-                window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary?-                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);-            }-    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;-    Begin(window_name, NULL, flags | extra_window_flags);-}--void ImGui::EndTooltip()-{-    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls-    End();-}--void ImGui::SetTooltipV(const char* fmt, va_list args)-{-    BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);-    TextV(fmt, args);-    EndTooltip();-}--void ImGui::SetTooltip(const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    SetTooltipV(fmt, args);-    va_end(args);-}--//------------------------------------------------------------------------------// [SECTION] POPUPS-//-------------------------------------------------------------------------------// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel-bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)-{-    ImGuiContext& g = *GImGui;-    if (popup_flags & ImGuiPopupFlags_AnyPopupId)-    {-        // Return true if any popup is open at the current BeginPopup() level of the popup stack-        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.-        IM_ASSERT(id == 0);-        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)-            return g.OpenPopupStack.Size > 0;-        else-            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;-    }-    else-    {-        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)-        {-            // Return true if the popup is open anywhere in the popup stack-            for (int n = 0; n < g.OpenPopupStack.Size; n++)-                if (g.OpenPopupStack[n].PopupId == id)-                    return true;-            return false;-        }-        else-        {-            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)-            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;-        }-    }-}--bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);-    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)-        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally-    return IsPopupOpen(id, popup_flags);-}--ImGuiWindow* ImGui::GetTopMostPopupModal()-{-    ImGuiContext& g = *GImGui;-    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)-        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)-            if (popup->Flags & ImGuiWindowFlags_Modal)-                return popup;-    return NULL;-}--ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()-{-    ImGuiContext& g = *GImGui;-    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)-        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)-            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))-                return popup;-    return NULL;-}--void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiID id = g.CurrentWindow->GetID(str_id);-    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X\n", str_id, id);-    OpenPopupEx(id, popup_flags);-}--void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)-{-    OpenPopupEx(id, popup_flags);-}--// Mark popup as open (toggle toward open state).-// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.-// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).-// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)-void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* parent_window = g.CurrentWindow;-    const int current_stack_size = g.BeginPopupStack.Size;--    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)-        if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId))-            return;--    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.-    popup_ref.PopupId = id;-    popup_ref.Window = NULL;-    popup_ref.SourceWindow = g.NavWindow;-    popup_ref.OpenFrameCount = g.FrameCount;-    popup_ref.OpenParentId = parent_window->IDStack.back();-    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();-    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;--    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);-    if (g.OpenPopupStack.Size < current_stack_size + 1)-    {-        g.OpenPopupStack.push_back(popup_ref);-    }-    else-    {-        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui-        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing-        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.-        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)-        {-            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;-        }-        else-        {-            // Close child popups if any, then flag popup for open/reopen-            ClosePopupToLevel(current_stack_size, false);-            g.OpenPopupStack.push_back(popup_ref);-        }--        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().-        // This is equivalent to what ClosePopupToLevel() does.-        //if (g.OpenPopupStack[current_stack_size].PopupId == id)-        //    FocusWindow(parent_window);-    }-}--// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.-// This function closes any popups that are over 'ref_window'.-void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)-{-    ImGuiContext& g = *GImGui;-    if (g.OpenPopupStack.Size == 0)-        return;--    // Don't close our own child popup windows.-    int popup_count_to_keep = 0;-    if (ref_window)-    {-        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)-        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)-        {-            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];-            if (!popup.Window)-                continue;-            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);-            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)-                continue;--            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)-            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:-            //     Window -> Popup1 -> Popup2 -> Popup3-            // - Each popups may contain child windows, which is why we compare ->RootWindow!-            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child-            bool ref_window_is_descendent_of_popup = false;-            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)-                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)-                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))-                    {-                        ref_window_is_descendent_of_popup = true;-                        break;-                    }-            if (!ref_window_is_descendent_of_popup)-                break;-        }-    }-    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below-    {-        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");-        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);-    }-}--void ImGui::ClosePopupsExceptModals()-{-    ImGuiContext& g = *GImGui;--    int popup_count_to_keep;-    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)-    {-        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;-        if (!window || window->Flags & ImGuiWindowFlags_Modal)-            break;-    }-    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below-        ClosePopupToLevel(popup_count_to_keep, true);-}--void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)-{-    ImGuiContext& g = *GImGui;-    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);-    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);--    // Trim open popup stack-    ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow;-    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;-    g.OpenPopupStack.resize(remaining);--    if (restore_focus_to_window_under_popup)-    {-        if (focus_window && !focus_window->WasActive && popup_window)-        {-            // Fallback-            FocusTopMostWindowUnderOne(popup_window, NULL);-        }-        else-        {-            if (g.NavLayer == ImGuiNavLayer_Main && focus_window)-                focus_window = NavRestoreLastChildNavWindow(focus_window);-            FocusWindow(focus_window);-        }-    }-}--// Close the popup we have begin-ed into.-void ImGui::CloseCurrentPopup()-{-    ImGuiContext& g = *GImGui;-    int popup_idx = g.BeginPopupStack.Size - 1;-    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)-        return;--    // Closing a menu closes its top-most parent popup (unless a modal)-    while (popup_idx > 0)-    {-        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;-        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;-        bool close_parent = false;-        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))-            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))-                close_parent = true;-        if (!close_parent)-            break;-        popup_idx--;-    }-    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);-    ClosePopupToLevel(popup_idx, true);--    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.-    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.-    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.-    if (ImGuiWindow* window = g.NavWindow)-        window->DC.NavHideHighlightOneFrame = true;-}--// Attention! BeginPopup() adds default flags which BeginPopupEx()!-bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)-{-    ImGuiContext& g = *GImGui;-    if (!IsPopupOpen(id, ImGuiPopupFlags_None))-    {-        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values-        return false;-    }--    char name[20];-    if (flags & ImGuiWindowFlags_ChildMenu)-        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth-    else-        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame--    flags |= ImGuiWindowFlags_Popup;-    bool is_open = Begin(name, NULL, flags);-    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)-        EndPopup();--    return is_open;-}--bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)-{-    ImGuiContext& g = *GImGui;-    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance-    {-        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values-        return false;-    }-    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;-    ImGuiID id = g.CurrentWindow->GetID(str_id);-    return BeginPopupEx(id, flags);-}--// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.-// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.-bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    const ImGuiID id = window->GetID(name);-    if (!IsPopupOpen(id, ImGuiPopupFlags_None))-    {-        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values-        return false;-    }--    // Center modal windows by default for increased visibility-    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)-    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.-    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)-    {-        const ImGuiViewport* viewport = GetMainViewport();-        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));-    }--    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;-    const bool is_open = Begin(name, p_open, flags);-    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)-    {-        EndPopup();-        if (is_open)-            ClosePopupToLevel(g.BeginPopupStack.Size, true);-        return false;-    }-    return is_open;-}--void ImGui::EndPopup()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls-    IM_ASSERT(g.BeginPopupStack.Size > 0);--    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)-    if (g.NavWindow == window)-        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);--    // Child-popups don't need to be laid out-    IM_ASSERT(g.WithinEndChild == false);-    if (window->Flags & ImGuiWindowFlags_ChildWindow)-        g.WithinEndChild = true;-    End();-    g.WithinEndChild = false;-}--// Helper to open a popup if mouse button is released over the item-// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()-void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);-    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))-    {-        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!-        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)-        OpenPopupEx(id, popup_flags);-    }-}--// This is a helper to handle the simplest case of associating one named popup to one given widget.-// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.-// - To create a popup with a specific identifier, pass it in str_id.-//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.-//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.-// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).-//   This is essentially the same as:-//       id = str_id ? GetID(str_id) : GetItemID();-//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);-//       return BeginPopup(id);-//   Which is essentially the same as:-//       id = str_id ? GetID(str_id) : GetItemID();-//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))-//           OpenPopup(id);-//       return BeginPopup(id);-//   The main difference being that this is tweaked to avoid computing the ID twice.-bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return false;-    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!-    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)-    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);-    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))-        OpenPopupEx(id, popup_flags);-    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);-}--bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (!str_id)-        str_id = "window_context";-    ImGuiID id = window->GetID(str_id);-    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);-    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))-        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())-            OpenPopupEx(id, popup_flags);-    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);-}--bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (!str_id)-        str_id = "void_context";-    ImGuiID id = window->GetID(str_id);-    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);-    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))-        if (GetTopMostPopupModal() == NULL)-            OpenPopupEx(id, popup_flags);-    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);-}--// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)-// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.-// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor-//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.-//  this allows us to have tooltips/popups displayed out of the parent viewport.)-ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)-{-    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);-    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));-    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));--    // Combo Box policy (we want a connecting edge)-    if (policy == ImGuiPopupPositionPolicy_ComboBox)-    {-        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };-        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)-        {-            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];-            if (n != -1 && dir == *last_dir) // Already tried this direction?-                continue;-            ImVec2 pos;-            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)-            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right-            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left-            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left-            if (!r_outer.Contains(ImRect(pos, pos + size)))-                continue;-            *last_dir = dir;-            return pos;-        }-    }--    // Tooltip and Default popup policy-    // (Always first try the direction we used on the last frame, if any)-    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)-    {-        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };-        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)-        {-            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];-            if (n != -1 && dir == *last_dir) // Already tried this direction?-                continue;--            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);-            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);--            // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)-            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))-                continue;-            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))-                continue;--            ImVec2 pos;-            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;-            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;--            // Clamp top-left corner of popup-            pos.x = ImMax(pos.x, r_outer.Min.x);-            pos.y = ImMax(pos.y, r_outer.Min.y);--            *last_dir = dir;-            return pos;-        }-    }--    // Fallback when not enough room:-    *last_dir = ImGuiDir_None;--    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.-    if (policy == ImGuiPopupPositionPolicy_Tooltip)-        return ref_pos + ImVec2(2, 2);--    // Otherwise try to keep within display-    ImVec2 pos = ref_pos;-    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);-    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);-    return pos;-}--// Note that this is used for popups, which can overlap the non work-area of individual viewports.-ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    IM_UNUSED(window);-    ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();-    ImVec2 padding = g.Style.DisplaySafeAreaPadding;-    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));-    return r_screen;-}--ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;--    ImRect r_outer = GetPopupAllowedExtentRect(window);-    if (window->Flags & ImGuiWindowFlags_ChildMenu)-    {-        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.-        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.-        IM_ASSERT(g.CurrentWindow == window);-        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;-        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).-        ImRect r_avoid;-        if (parent_window->DC.MenuBarAppending)-            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field-        else-            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);-        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);-    }-    if (window->Flags & ImGuiWindowFlags_Popup)-    {-        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here-    }-    if (window->Flags & ImGuiWindowFlags_Tooltip)-    {-        // Position tooltip (always follows mouse)-        float sc = g.Style.MouseCursorScale;-        ImVec2 ref_pos = NavCalcPreferredRefPos();-        ImRect r_avoid;-        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))-            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);-        else-            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.-        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);-    }-    IM_ASSERT(0);-    return window->Pos;-}--//------------------------------------------------------------------------------// [SECTION] KEYBOARD/GAMEPAD NAVIGATION-//-------------------------------------------------------------------------------// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.-// In our terminology those should be interchangeable, yet right now this is super confusing.-// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.--void ImGui::SetNavWindow(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    if (g.NavWindow != window)-    {-        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");-        g.NavWindow = window;-    }-    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;-    NavUpdateAnyRequestFlag();-}--void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.NavWindow != NULL);-    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);-    g.NavId = id;-    g.NavLayer = nav_layer;-    g.NavFocusScopeId = focus_scope_id;-    g.NavWindow->NavLastIds[nav_layer] = id;-    g.NavWindow->NavRectRel[nav_layer] = rect_rel;-}--void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(id != 0);--    if (g.NavWindow != window)-       SetNavWindow(window);--    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.-    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)-    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;-    g.NavId = id;-    g.NavLayer = nav_layer;-    g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;-    window->NavLastIds[nav_layer] = id;-    if (g.LastItemData.ID == id)-        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);--    if (g.ActiveIdSource == ImGuiInputSource_Nav)-        g.NavDisableMouseHover = true;-    else-        g.NavDisableHighlight = true;-}--ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)-{-    if (ImFabs(dx) > ImFabs(dy))-        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;-    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;-}--static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)-{-    if (a1 < b0)-        return a1 - b0;-    if (b1 < a0)-        return a0 - b1;-    return 0.0f;-}--static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)-{-    if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)-    {-        r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);-        r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);-    }-    else // FIXME: PageUp/PageDown are leaving move_dir == None-    {-        r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);-        r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);-    }-}--// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057-static bool ImGui::NavScoreItem(ImGuiNavItemData* result)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (g.NavLayer != window->DC.NavLayerCurrent)-        return false;--    // FIXME: Those are not good variables names-    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle-    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)-    g.NavScoringDebugCount++;--    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring-    if (window->ParentWindow == g.NavWindow)-    {-        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);-        if (!window->ClipRect.Overlaps(cand))-            return false;-        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window-    }--    // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)-    // For example, this ensure that items in one column are not reached when moving vertically from items in another column.-    NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);--    // Compute distance between boxes-    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.-    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);-    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items-    if (dby != 0.0f && dbx != 0.0f)-        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);-    float dist_box = ImFabs(dbx) + ImFabs(dby);--    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)-    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);-    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);-    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)--    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance-    ImGuiDir quadrant;-    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;-    if (dbx != 0.0f || dby != 0.0f)-    {-        // For non-overlapping boxes, use distance between boxes-        dax = dbx;-        day = dby;-        dist_axial = dist_box;-        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);-    }-    else if (dcx != 0.0f || dcy != 0.0f)-    {-        // For overlapping boxes with different centers, use distance between centers-        dax = dcx;-        day = dcy;-        dist_axial = dist_center;-        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);-    }-    else-    {-        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)-        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;-    }--#if IMGUI_DEBUG_NAV_SCORING-    char buf[128];-    if (IsMouseHoveringRect(cand.Min, cand.Max))-    {-        ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);-        ImDrawList* draw_list = GetForegroundDrawList(window);-        draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));-        draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));-        draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));-        draw_list->AddText(cand.Max, ~0U, buf);-    }-    else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.-    {-        if (quadrant == g.NavMoveDir)-        {-            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);-            ImDrawList* draw_list = GetForegroundDrawList(window);-            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));-            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);-        }-    }-#endif--    // Is it in the quadrant we're interesting in moving to?-    bool new_best = false;-    const ImGuiDir move_dir = g.NavMoveDir;-    if (quadrant == move_dir)-    {-        // Does it beat the current best candidate?-        if (dist_box < result->DistBox)-        {-            result->DistBox = dist_box;-            result->DistCenter = dist_center;-            return true;-        }-        if (dist_box == result->DistBox)-        {-            // Try using distance between center points to break ties-            if (dist_center < result->DistCenter)-            {-                result->DistCenter = dist_center;-                new_best = true;-            }-            else if (dist_center == result->DistCenter)-            {-                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items-                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),-                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.-                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance-                    new_best = true;-            }-        }-    }--    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches-    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)-    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.-    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.-    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?-    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match-        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))-            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))-            {-                result->DistAxial = dist_axial;-                new_best = true;-            }--    return new_best;-}--static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    result->Window = window;-    result->ID = g.LastItemData.ID;-    result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;-    result->InFlags = g.LastItemData.InFlags;-    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);-}--// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)-// This is called after LastItemData is set.-static void ImGui::NavProcessItem()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    const ImGuiID id = g.LastItemData.ID;-    const ImRect nav_bb = g.LastItemData.NavRect;-    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;--    // Process Init Request-    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)-    {-        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback-        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;-        if (candidate_for_nav_default_focus || g.NavInitResultId == 0)-        {-            g.NavInitResultId = id;-            g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb);-        }-        if (candidate_for_nav_default_focus)-        {-            g.NavInitRequest = false; // Found a match, clear request-            NavUpdateAnyRequestFlag();-        }-    }--    // Process Move Request (scoring for navigation)-    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)-    if (g.NavMoveScoringItems)-    {-        const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;-        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;-        if (is_tabbing)-        {-            if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi))-                NavProcessItemForTabbingRequest(id);-        }-        else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))-        {-            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;-            if (!is_tabbing)-            {-                if (NavScoreItem(result))-                    NavApplyItemToResult(result);--                // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.-                const float VISIBLE_RATIO = 0.70f;-                if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))-                    if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)-                        if (NavScoreItem(&g.NavMoveResultLocalVisible))-                            NavApplyItemToResult(&g.NavMoveResultLocalVisible);-            }-        }-    }--    // Update window-relative bounding box of navigated item-    if (g.NavId == id)-    {-        if (g.NavWindow != window)-            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.-        g.NavLayer = window->DC.NavLayerCurrent;-        g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;-        g.NavIdIsAlive = true;-        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb);    // Store item bounding box (relative to window position)-    }-}--// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().-// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!-// - Case 1: no nav/active id:    set result to first eligible item, stop storing.-// - Case 2: tab forward:         on ref id set counter, on counter elapse store result-// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request-// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing-// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested-void ImGui::NavProcessItemForTabbingRequest(ImGuiID id)-{-    ImGuiContext& g = *GImGui;--    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)-    ImGuiNavItemData* result = &g.NavMoveResultLocal;-    if (g.NavTabbingDir == +1)-    {-        // Tab Forward or SetKeyboardFocusHere() with >= 0-        if (g.NavTabbingResultFirst.ID == 0)-            NavApplyItemToResult(&g.NavTabbingResultFirst);-        if (--g.NavTabbingCounter == 0)-            NavMoveRequestResolveWithLastItem(result);-        else if (g.NavId == id)-            g.NavTabbingCounter = 1;-    }-    else if (g.NavTabbingDir == -1)-    {-        // Tab Backward-        if (g.NavId == id)-        {-            if (result->ID)-            {-                g.NavMoveScoringItems = false;-                NavUpdateAnyRequestFlag();-            }-        }-        else-        {-            NavApplyItemToResult(result);-        }-    }-    else if (g.NavTabbingDir == 0)-    {-        // Tab Init-        if (g.NavTabbingResultFirst.ID == 0)-            NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst);-    }-}--bool ImGui::NavMoveRequestButNoResultYet()-{-    ImGuiContext& g = *GImGui;-    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;-}--// FIXME: ScoringRect is not set-void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.NavWindow != NULL);--    if (move_flags & ImGuiNavMoveFlags_Tabbing)-        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;--    g.NavMoveSubmitted = g.NavMoveScoringItems = true;-    g.NavMoveDir = move_dir;-    g.NavMoveDirForDebug = move_dir;-    g.NavMoveClipDir = clip_dir;-    g.NavMoveFlags = move_flags;-    g.NavMoveScrollFlags = scroll_flags;-    g.NavMoveForwardToNextFrame = false;-    g.NavMoveKeyMods = g.IO.KeyMods;-    g.NavMoveResultLocal.Clear();-    g.NavMoveResultLocalVisible.Clear();-    g.NavMoveResultOther.Clear();-    g.NavTabbingCounter = 0;-    g.NavTabbingResultFirst.Clear();-    NavUpdateAnyRequestFlag();-}--void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)-{-    ImGuiContext& g = *GImGui;-    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing-    NavApplyItemToResult(result);-    NavUpdateAnyRequestFlag();-}--void ImGui::NavMoveRequestCancel()-{-    ImGuiContext& g = *GImGui;-    g.NavMoveSubmitted = g.NavMoveScoringItems = false;-    NavUpdateAnyRequestFlag();-}--// Forward will reuse the move request again on the next frame (generally with modifications done to it)-void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.NavMoveForwardToNextFrame == false);-    NavMoveRequestCancel();-    g.NavMoveForwardToNextFrame = true;-    g.NavMoveDir = move_dir;-    g.NavMoveClipDir = clip_dir;-    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;-    g.NavMoveScrollFlags = scroll_flags;-}--// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire-// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.-void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY-    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test-    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)-        g.NavMoveFlags |= wrap_flags;-}--// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).-// This way we could find the last focused window among our children. It would be much less confusing this way?-static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)-{-    ImGuiWindow* parent = nav_window;-    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)-        parent = parent->ParentWindow;-    if (parent && parent != nav_window)-        parent->NavLastChildNavWindow = nav_window;-}--// Restore the last focused child.-// Call when we are expected to land on the Main Layer (0) after FocusWindow()-static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)-{-    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)-        return window->NavLastChildNavWindow;-    return window;-}--void ImGui::NavRestoreLayer(ImGuiNavLayer layer)-{-    ImGuiContext& g = *GImGui;-    if (layer == ImGuiNavLayer_Main)-    {-        ImGuiWindow* prev_nav_window = g.NavWindow;-        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?-        if (prev_nav_window)-            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);-    }-    ImGuiWindow* window = g.NavWindow;-    if (window->NavLastIds[layer] != 0)-    {-        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);-    }-    else-    {-        g.NavLayer = layer;-        NavInitWindow(window, true);-    }-}--void ImGui::NavRestoreHighlightAfterMove()-{-    ImGuiContext& g = *GImGui;-    g.NavDisableHighlight = false;-    g.NavDisableMouseHover = g.NavMousePosDirty = true;-}--static inline void ImGui::NavUpdateAnyRequestFlag()-{-    ImGuiContext& g = *GImGui;-    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);-    if (g.NavAnyRequest)-        IM_ASSERT(g.NavWindow != NULL);-}--// This needs to be called before we submit any widget (aka in or before Begin)-void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(window == g.NavWindow);--    if (window->Flags & ImGuiWindowFlags_NoNavInputs)-    {-        g.NavId = g.NavFocusScopeId = 0;-        return;-    }--    bool init_for_nav = false;-    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)-        init_for_nav = true;-    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);-    if (init_for_nav)-    {-        SetNavID(0, g.NavLayer, 0, ImRect());-        g.NavInitRequest = true;-        g.NavInitRequestFromMove = false;-        g.NavInitResultId = 0;-        g.NavInitResultRectRel = ImRect();-        NavUpdateAnyRequestFlag();-    }-    else-    {-        g.NavId = window->NavLastIds[0];-        g.NavFocusScopeId = 0;-    }-}--static ImVec2 ImGui::NavCalcPreferredRefPos()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.NavWindow;-    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)-    {-        // Mouse (we need a fallback in case the mouse becomes invalid after being used)-        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.-        // In theory we could move that +1.0f offset in OpenPopupEx()-        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;-        return ImVec2(p.x + 1.0f, p.y);-    }-    else-    {-        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item-        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)-        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);-        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))-        {-            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);-            rect_rel.Translate(window->Scroll - next_scroll);-        }-        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));-        ImGuiViewport* viewport = GetMainViewport();-        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.-    }-}--const char* ImGui::GetNavInputName(ImGuiNavInput n)-{-    static const char* names[] =-    {-        "Activate", "Cancel", "Input", "Menu", "DpadLeft", "DpadRight", "DpadUp", "DpadDown", "LStickLeft", "LStickRight", "LStickUp", "LStickDown",-        "FocusPrev", "FocusNext", "TweakSlow", "TweakFast", "KeyLeft", "KeyRight", "KeyUp", "KeyDown"-    };-    IM_ASSERT(IM_ARRAYSIZE(names) == ImGuiNavInput_COUNT);-    IM_ASSERT(n >= 0 && n < ImGuiNavInput_COUNT);-    return names[n];-}--float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode)-{-    ImGuiContext& g = *GImGui;-    if (mode == ImGuiNavReadMode_Down)-        return g.IO.NavInputs[n];                         // Instant, read analog input (0.0f..1.0f, as provided by user)--    const float t = g.IO.NavInputsDownDuration[n];-    if (t < 0.0f && mode == ImGuiNavReadMode_Released)  // Return 1.0f when just released, no repeat, ignore analog input.-        return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);-    if (t < 0.0f)-        return 0.0f;-    if (mode == ImGuiNavReadMode_Pressed)               // Return 1.0f when just pressed, no repeat, ignore analog input.-        return (t == 0.0f) ? 1.0f : 0.0f;-    if (mode == ImGuiNavReadMode_Repeat)-        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f);-    if (mode == ImGuiNavReadMode_RepeatSlow)-        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f);-    if (mode == ImGuiNavReadMode_RepeatFast)-        return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f);-    return 0.0f;-}--ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode mode, float slow_factor, float fast_factor)-{-    ImVec2 delta(0.0f, 0.0f);-    if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard)-        delta += ImVec2((float)IsKeyDown(ImGuiKey_RightArrow) - (float)IsKeyDown(ImGuiKey_LeftArrow), (float)IsKeyDown(ImGuiKey_DownArrow) - (float)IsKeyDown(ImGuiKey_UpArrow));-    if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)-        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode)   - GetNavInputAmount(ImGuiNavInput_KeyLeft_,   mode), GetNavInputAmount(ImGuiNavInput_KeyDown_,   mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_,   mode));-    if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)-        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode)   - GetNavInputAmount(ImGuiNavInput_DpadLeft,   mode), GetNavInputAmount(ImGuiNavInput_DpadDown,   mode) - GetNavInputAmount(ImGuiNavInput_DpadUp,   mode));-    if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)-        delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));-    if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))-        delta *= slow_factor;-    if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))-        delta *= fast_factor;-    return delta;-}--static void ImGui::NavUpdate()-{-    ImGuiContext& g = *GImGui;-    ImGuiIO& io = g.IO;--    io.WantSetMousePos = false;-    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);--    // Update Gamepad->Nav inputs mapping-    // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)-    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;-    if (nav_gamepad_active && g.IO.BackendUsingLegacyNavInputArray == false)-    {-        for (int n = 0; n < ImGuiNavInput_COUNT; n++)-            IM_ASSERT(io.NavInputs[n] == 0.0f && "Backend needs to either only use io.AddKeyEvent()/io.AddKeyAnalogEvent(), either only fill legacy io.NavInputs[]. Not both!");-        #define NAV_MAP_KEY(_KEY, _NAV_INPUT, _ACTIVATE_NAV)  do { io.NavInputs[_NAV_INPUT] = io.KeysData[_KEY - ImGuiKey_KeysData_OFFSET].AnalogValue; if (_ACTIVATE_NAV && io.NavInputs[_NAV_INPUT] > 0.0f) { g.NavInputSource = ImGuiInputSource_Gamepad; } } while (0)-        NAV_MAP_KEY(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate, true);-        NAV_MAP_KEY(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel, true);-        NAV_MAP_KEY(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu, true);-        NAV_MAP_KEY(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input, true);-        NAV_MAP_KEY(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft, true);-        NAV_MAP_KEY(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight, true);-        NAV_MAP_KEY(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp, true);-        NAV_MAP_KEY(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown, true);-        NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, false);-        NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, false);-        NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_TweakSlow, false);-        NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_TweakFast, false);-        NAV_MAP_KEY(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft, false);-        NAV_MAP_KEY(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight, false);-        NAV_MAP_KEY(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp, false);-        NAV_MAP_KEY(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown, false);-        #undef NAV_MAP_KEY-    }--    // Update Keyboard->Nav inputs mapping-    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;-    if (nav_keyboard_active)-    {-        #define NAV_MAP_KEY(_KEY, _NAV_INPUT)  do { if (IsKeyDown(_KEY)) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0)-        NAV_MAP_KEY(ImGuiKey_Space,     ImGuiNavInput_Activate );-        NAV_MAP_KEY(ImGuiKey_Enter,     ImGuiNavInput_Input    );-        NAV_MAP_KEY(ImGuiKey_Escape,    ImGuiNavInput_Cancel   );-        NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );-        NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);-        NAV_MAP_KEY(ImGuiKey_UpArrow,   ImGuiNavInput_KeyUp_   );-        NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );-        if (io.KeyCtrl)-            io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;-        if (io.KeyShift)-            io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;-        #undef NAV_MAP_KEY-    }-    memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));-    for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++)-        io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f;--    // Process navigation init request (select first/default focus)-    if (g.NavInitResultId != 0)-        NavInitRequestApplyResult();-    g.NavInitRequest = false;-    g.NavInitRequestFromMove = false;-    g.NavInitResultId = 0;-    g.NavJustMovedToId = 0;--    // Process navigation move request-    if (g.NavMoveSubmitted)-        NavMoveRequestApplyResult();-    g.NavTabbingCounter = 0;-    g.NavMoveSubmitted = g.NavMoveScoringItems = false;--    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)-    bool set_mouse_pos = false;-    if (g.NavMousePosDirty && g.NavIdIsAlive)-        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)-            set_mouse_pos = true;-    g.NavMousePosDirty = false;-    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);--    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0-    if (g.NavWindow)-        NavSaveLastChildNavWindowIntoParent(g.NavWindow);-    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)-        g.NavWindow->NavLastChildNavWindow = NULL;--    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)-    NavUpdateWindowing();--    // Set output flags for user application-    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);-    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);--    // Process NavCancel input (to close a popup, get back to parent, clear focus)-    NavUpdateCancelRequest();--    // Process manual activation request-    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0;-    g.NavActivateFlags = ImGuiActivateFlags_None;-    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))-    {-        bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);-        bool input_down = IsNavInputDown(ImGuiNavInput_Input);-        bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed);-        bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed);-        if (g.ActiveId == 0 && activate_pressed)-        {-            g.NavActivateId = g.NavId;-            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;-        }-        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)-        {-            g.NavActivateInputId = g.NavId;-            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;-        }-        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)-            g.NavActivateDownId = g.NavId;-        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)-            g.NavActivatePressedId = g.NavId;-    }-    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))-        g.NavDisableHighlight = true;-    if (g.NavActivateId != 0)-        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);--    // Process programmatic activation request-    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)-    if (g.NavNextActivateId != 0)-    {-        if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput)-            g.NavActivateInputId = g.NavNextActivateId;-        else-            g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;-        g.NavActivateFlags = g.NavNextActivateFlags;-    }-    g.NavNextActivateId = 0;--    // Process move requests-    NavUpdateCreateMoveRequest();-    if (g.NavMoveDir == ImGuiDir_None)-        NavUpdateCreateTabbingRequest();-    NavUpdateAnyRequestFlag();-    g.NavIdIsAlive = false;--    // Scrolling-    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)-    {-        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item-        ImGuiWindow* window = g.NavWindow;-        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.-        const ImGuiDir move_dir = g.NavMoveDir;-        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None)-        {-            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)-                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));-            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)-                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));-        }--        // *Normal* Manual scroll with NavScrollXXX keys-        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.-        ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiNavReadMode_Down, 1.0f / 10.0f, 10.0f);-        if (scroll_dir.x != 0.0f && window->ScrollbarX)-            SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));-        if (scroll_dir.y != 0.0f)-            SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));-    }--    // Always prioritize mouse highlight if navigation is disabled-    if (!nav_keyboard_active && !nav_gamepad_active)-    {-        g.NavDisableHighlight = true;-        g.NavDisableMouseHover = set_mouse_pos = false;-    }--    // Update mouse position if requested-    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)-    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))-    {-        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();-        io.WantSetMousePos = true;-        //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);-    }--    // [DEBUG]-    g.NavScoringDebugCount = 0;-#if IMGUI_DEBUG_NAV_RECTS-    if (g.NavWindow)-    {-        ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);-        if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG]-        if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }-    }-#endif-}--void ImGui::NavInitRequestApplyResult()-{-    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)-    ImGuiContext& g = *GImGui;-    if (!g.NavWindow)-        return;--    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)-    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.-    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);-    SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);-    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result-    if (g.NavInitRequestFromMove)-        NavRestoreHighlightAfterMove();-}--void ImGui::NavUpdateCreateMoveRequest()-{-    ImGuiContext& g = *GImGui;-    ImGuiIO& io = g.IO;-    ImGuiWindow* window = g.NavWindow;--    if (g.NavMoveForwardToNextFrame && window != NULL)-    {-        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)-        // (preserve most state, which were already set by the NavMoveRequestForward() function)-        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);-        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);-        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);-    }-    else-    {-        // Initiate directional inputs request-        g.NavMoveDir = ImGuiDir_None;-        g.NavMoveFlags = ImGuiNavMoveFlags_None;-        g.NavMoveScrollFlags = ImGuiScrollFlags_None;-        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))-        {-            const ImGuiNavReadMode read_mode = ImGuiNavReadMode_Repeat;-            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && (IsNavInputTest(ImGuiNavInput_DpadLeft,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_,  read_mode))) { g.NavMoveDir = ImGuiDir_Left; }-            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }-            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && (IsNavInputTest(ImGuiNavInput_DpadUp,    read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_,    read_mode))) { g.NavMoveDir = ImGuiDir_Up; }-            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && (IsNavInputTest(ImGuiNavInput_DpadDown,  read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_,  read_mode))) { g.NavMoveDir = ImGuiDir_Down; }-        }-        g.NavMoveClipDir = g.NavMoveDir;-        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);-    }--    // Update PageUp/PageDown/Home/End scroll-    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?-    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;-    float scoring_rect_offset_y = 0.0f;-    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)-        scoring_rect_offset_y = NavUpdatePageUpPageDown();-    if (scoring_rect_offset_y != 0.0f)-    {-        g.NavScoringNoClipRect = window->InnerRect;-        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);-    }--    // [DEBUG] Always send a request-#if IMGUI_DEBUG_NAV_SCORING-    if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))-        g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);-    if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)-    {-        g.NavMoveDir = g.NavMoveDirForDebug;-        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;-    }-#endif--    // Submit-    g.NavMoveForwardToNextFrame = false;-    if (g.NavMoveDir != ImGuiDir_None)-        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);--    // Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match)-    if (g.NavMoveSubmitted && g.NavId == 0)-    {-        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);-        g.NavInitRequest = g.NavInitRequestFromMove = true;-        g.NavInitResultId = 0;-        g.NavDisableHighlight = false;-    }--    // When using gamepad, we project the reference nav bounding box into window visible area.-    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative-    // (can't focus a visible object like we can with the mouse).-    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))-    {-        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;-        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;-        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));-        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))-        {-            //IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");-            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);-            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item-            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;-            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;-            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;-            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;-            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);-            g.NavId = g.NavFocusScopeId = 0;-        }-    }--    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)-    ImRect scoring_rect;-    if (window != NULL)-    {-        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);-        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);-        scoring_rect.TranslateY(scoring_rect_offset_y);-        scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);-        scoring_rect.Max.x = scoring_rect.Min.x;-        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().-        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]-        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]-    }-    g.NavScoringRect = scoring_rect;-    g.NavScoringNoClipRect.Add(scoring_rect);-}--void ImGui::NavUpdateCreateTabbingRequest()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.NavWindow;-    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);-    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))-        return;--    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt;-    if (!tab_pressed)-        return;--    // Initiate tabbing request-    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)-    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.-    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.-    //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything-    g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;-    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;-    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;-    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.-    g.NavTabbingCounter = -1;-}--// Apply result from previous frame navigation directional move request. Always called from NavUpdate()-void ImGui::NavMoveRequestApplyResult()-{-    ImGuiContext& g = *GImGui;-#if IMGUI_DEBUG_NAV_SCORING-    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times-        return;-#endif--    // Select which result to use-    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;--    // Tabbing forward wrap-    if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)-        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)-            result = &g.NavTabbingResultFirst;--    // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)-    if (result == NULL)-    {-        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)-            g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;-        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)-            NavRestoreHighlightAfterMove();-        return;-    }--    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.-    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)-        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)-            result = &g.NavMoveResultLocalVisible;--    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.-    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)-        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))-            result = &g.NavMoveResultOther;-    IM_ASSERT(g.NavWindow && result->Window);--    // Scroll to keep newly navigated item fully into view.-    if (g.NavLayer == ImGuiNavLayer_Main)-    {-        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)-        {-            // FIXME: Should remove this-            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;-            SetScrollY(result->Window, scroll_target);-        }-        else-        {-            ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);-            ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);-        }-    }--    if (g.NavWindow != result->Window)-    {-        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);-        g.NavWindow = result->Window;-    }-    if (g.ActiveId != result->ID)-        ClearActiveID();-    if (g.NavId != result->ID)-    {-        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)-        g.NavJustMovedToId = result->ID;-        g.NavJustMovedToFocusScopeId = result->FocusScopeId;-        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;-    }--    // Focus-    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);-    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);--    // Tabbing: Activates Inputable or Focus non-Inputable-    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))-    {-        g.NavNextActivateId = result->ID;-        g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;-        g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;-    }--    // Activate-    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)-    {-        g.NavNextActivateId = result->ID;-        g.NavNextActivateFlags = ImGuiActivateFlags_None;-    }--    // Enable nav highlight-    if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)-        NavRestoreHighlightAfterMove();-}--// Process NavCancel input (to close a popup, get back to parent, clear focus)-// FIXME: In order to support e.g. Escape to clear a selection we'll need:-// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.-// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept-static void ImGui::NavUpdateCancelRequest()-{-    ImGuiContext& g = *GImGui;-    if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed))-        return;--    IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n");-    if (g.ActiveId != 0)-    {-        if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))-            ClearActiveID();-    }-    else if (g.NavLayer != ImGuiNavLayer_Main)-    {-        // Leave the "menu" layer-        NavRestoreLayer(ImGuiNavLayer_Main);-        NavRestoreHighlightAfterMove();-    }-    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)-    {-        // Exit child window-        ImGuiWindow* child_window = g.NavWindow;-        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;-        IM_ASSERT(child_window->ChildId != 0);-        ImRect child_rect = child_window->Rect();-        FocusWindow(parent_window);-        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));-        NavRestoreHighlightAfterMove();-    }-    else if (g.OpenPopupStack.Size > 0 && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))-    {-        // Close open popup/menu-        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);-    }-    else-    {-        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were-        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))-            g.NavWindow->NavLastIds[0] = 0;-        g.NavId = g.NavFocusScopeId = 0;-    }-}--// Handle PageUp/PageDown/Home/End keys-// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request-// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference-// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?-static float ImGui::NavUpdatePageUpPageDown()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.NavWindow;-    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)-        return 0.0f;--    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp);-    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown);-    const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home);-    const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End);-    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out-        return 0.0f;--    if (g.NavLayer != ImGuiNavLayer_Main)-        NavRestoreLayer(ImGuiNavLayer_Main);--    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)-    {-        // Fallback manual-scroll when window has no navigable item-        if (IsKeyPressed(ImGuiKey_PageUp, true))-            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());-        else if (IsKeyPressed(ImGuiKey_PageDown, true))-            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());-        else if (home_pressed)-            SetScrollY(window, 0.0f);-        else if (end_pressed)-            SetScrollY(window, window->ScrollMax.y);-    }-    else-    {-        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];-        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());-        float nav_scoring_rect_offset_y = 0.0f;-        if (IsKeyPressed(ImGuiKey_PageUp, true))-        {-            nav_scoring_rect_offset_y = -page_offset_y;-            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)-            g.NavMoveClipDir = ImGuiDir_Up;-            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;-        }-        else if (IsKeyPressed(ImGuiKey_PageDown, true))-        {-            nav_scoring_rect_offset_y = +page_offset_y;-            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)-            g.NavMoveClipDir = ImGuiDir_Down;-            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;-        }-        else if (home_pressed)-        {-            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y-            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.-            // Preserve current horizontal position if we have any.-            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;-            if (nav_rect_rel.IsInverted())-                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;-            g.NavMoveDir = ImGuiDir_Down;-            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;-            // FIXME-NAV: MoveClipDir left to _None, intentional?-        }-        else if (end_pressed)-        {-            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;-            if (nav_rect_rel.IsInverted())-                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;-            g.NavMoveDir = ImGuiDir_Up;-            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;-            // FIXME-NAV: MoveClipDir left to _None, intentional?-        }-        return nav_scoring_rect_offset_y;-    }-    return 0.0f;-}--static void ImGui::NavEndFrame()-{-    ImGuiContext& g = *GImGui;--    // Show CTRL+TAB list window-    if (g.NavWindowingTarget != NULL)-        NavUpdateWindowingOverlay();--    // Perform wrap-around in menus-    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.-    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.-    const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;-    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)-        NavUpdateCreateWrappingRequest();-}--static void ImGui::NavUpdateCreateWrappingRequest()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.NavWindow;--    bool do_forward = false;-    ImRect bb_rel = window->NavRectRel[g.NavLayer];-    ImGuiDir clip_dir = g.NavMoveDir;-    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;-    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))-    {-        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;-        if (move_flags & ImGuiNavMoveFlags_WrapX)-        {-            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row-            clip_dir = ImGuiDir_Up;-        }-        do_forward = true;-    }-    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))-    {-        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;-        if (move_flags & ImGuiNavMoveFlags_WrapX)-        {-            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row-            clip_dir = ImGuiDir_Down;-        }-        do_forward = true;-    }-    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))-    {-        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;-        if (move_flags & ImGuiNavMoveFlags_WrapY)-        {-            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column-            clip_dir = ImGuiDir_Left;-        }-        do_forward = true;-    }-    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))-    {-        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;-        if (move_flags & ImGuiNavMoveFlags_WrapY)-        {-            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column-            clip_dir = ImGuiDir_Right;-        }-        do_forward = true;-    }-    if (!do_forward)-        return;-    window->NavRectRel[g.NavLayer] = bb_rel;-    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);-}--static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    IM_UNUSED(g);-    int order = window->FocusOrder;-    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)-    IM_ASSERT(g.WindowsFocusOrder[order] == window);-    return order;-}--static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)-{-    ImGuiContext& g = *GImGui;-    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)-        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))-            return g.WindowsFocusOrder[i];-    return NULL;-}--static void NavUpdateWindowingHighlightWindow(int focus_change_dir)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.NavWindowingTarget);-    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)-        return;--    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);-    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);-    if (!window_target)-        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);-    if (window_target) // Don't reset windowing target if there's a single window in the list-        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;-    g.NavWindowingToggleLayer = false;-}--// Windowing management mode-// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)-// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)-static void ImGui::NavUpdateWindowing()-{-    ImGuiContext& g = *GImGui;-    ImGuiIO& io = g.IO;--    ImGuiWindow* apply_focus_window = NULL;-    bool apply_toggle_layer = false;--    ImGuiWindow* modal_window = GetTopMostPopupModal();-    bool allow_windowing = (modal_window == NULL);-    if (!allow_windowing)-        g.NavWindowingTarget = NULL;--    // Fade out-    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)-    {-        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);-        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)-            g.NavWindowingTargetAnim = NULL;-    }--    // Start CTRL+Tab or Square+L/R window selection-    const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiNavReadMode_Pressed);-    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab);-    if (start_windowing_with_gamepad || start_windowing_with_keyboard)-        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))-        {-            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;-            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;-            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer-            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;-        }--    // Gamepad update-    g.NavWindowingTimer += io.DeltaTime;-    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)-    {-        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise-        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));--        // Select window to focus-        const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiNavReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiNavReadMode_RepeatSlow);-        if (focus_change_dir != 0)-        {-            NavUpdateWindowingHighlightWindow(focus_change_dir);-            g.NavWindowingHighlightAlpha = 1.0f;-        }--        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)-        if (!IsNavInputDown(ImGuiNavInput_Menu))-        {-            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.-            if (g.NavWindowingToggleLayer && g.NavWindow)-                apply_toggle_layer = true;-            else if (!g.NavWindowingToggleLayer)-                apply_focus_window = g.NavWindowingTarget;-            g.NavWindowingTarget = NULL;-        }-    }--    // Keyboard: Focus-    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)-    {-        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise-        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f-        if (IsKeyPressed(ImGuiKey_Tab, true))-            NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1);-        if (!io.KeyCtrl)-            apply_focus_window = g.NavWindowingTarget;-    }--    // Keyboard: Press and Release ALT to toggle menu layer-    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.-    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.-	const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;-    if (nav_keyboard_active && IsKeyPressed(ImGuiKey_ModAlt))-    {-        g.NavWindowingToggleLayer = true;-        g.NavInputSource = ImGuiInputSource_Keyboard;-    }-    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)-    {-        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)-        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)-        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)-            g.NavWindowingToggleLayer = false;--        // Apply layer toggle on release-        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.-        if (IsKeyReleased(ImGuiKey_ModAlt) && g.NavWindowingToggleLayer)-            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)-                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))-                    apply_toggle_layer = true;-        if (!IsKeyDown(ImGuiKey_ModAlt))-            g.NavWindowingToggleLayer = false;-    }--    // Move window-    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))-    {-        ImVec2 move_delta;-        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)-            move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiNavReadMode_Down);-        if (g.NavInputSource == ImGuiInputSource_Gamepad)-            move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiNavReadMode_Down);-        if (move_delta.x != 0.0f || move_delta.y != 0.0f)-        {-            const float NAV_MOVE_SPEED = 800.0f;-            const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well-            ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;-            SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);-            g.NavDisableMouseHover = true;-        }-    }--    // Apply final focus-    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))-    {-        ClearActiveID();-        NavRestoreHighlightAfterMove();-        apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);-        ClosePopupsOverWindow(apply_focus_window, false);-        FocusWindow(apply_focus_window);-        if (apply_focus_window->NavLastIds[0] == 0)-            NavInitWindow(apply_focus_window, false);--        // If the window has ONLY a menu layer (no main layer), select it directly-        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,-        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since-        // the target window as already been previewed once.-        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,-        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*-        // won't be valid.-        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))-            g.NavLayer = ImGuiNavLayer_Menu;-    }-    if (apply_focus_window)-        g.NavWindowingTarget = NULL;--    // Apply menu/layer toggle-    if (apply_toggle_layer && g.NavWindow)-    {-        ClearActiveID();--        // Move to parent menu if necessary-        ImGuiWindow* new_nav_window = g.NavWindow;-        while (new_nav_window->ParentWindow-            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0-            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0-            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)-            new_nav_window = new_nav_window->ParentWindow;-        if (new_nav_window != g.NavWindow)-        {-            ImGuiWindow* old_nav_window = g.NavWindow;-            FocusWindow(new_nav_window);-            new_nav_window->NavLastChildNavWindow = old_nav_window;-        }--        // Toggle layer-        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;-        if (new_nav_layer != g.NavLayer)-        {-            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)-            if (new_nav_layer == ImGuiNavLayer_Menu)-                g.NavWindow->NavLastIds[new_nav_layer] = 0;-            NavRestoreLayer(new_nav_layer);-            NavRestoreHighlightAfterMove();-        }-    }-}--// Window has already passed the IsWindowNavFocusable()-static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)-{-    if (window->Flags & ImGuiWindowFlags_Popup)-        return "(Popup)";-    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)-        return "(Main menu bar)";-    return "(Untitled)";-}--// Overlay displayed when using CTRL+TAB. Called by EndFrame().-void ImGui::NavUpdateWindowingOverlay()-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.NavWindowingTarget != NULL);--    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)-        return;--    if (g.NavWindowingListWindow == NULL)-        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");-    const ImGuiViewport* viewport = GetMainViewport();-    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));-    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));-    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);-    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);-    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)-    {-        ImGuiWindow* window = g.WindowsFocusOrder[n];-        IM_ASSERT(window != NULL); // Fix static analyzers-        if (!IsWindowNavFocusable(window))-            continue;-        const char* label = window->Name;-        if (label == FindRenderedTextEnd(label))-            label = GetFallbackWindowNameForWindowingList(window);-        Selectable(label, g.NavWindowingTarget == window);-    }-    End();-    PopStyleVar();-}---//------------------------------------------------------------------------------// [SECTION] DRAG AND DROP-//-------------------------------------------------------------------------------bool ImGui::IsDragDropActive()-{-    ImGuiContext& g = *GImGui;-    return g.DragDropActive;-}--void ImGui::ClearDragDrop()-{-    ImGuiContext& g = *GImGui;-    g.DragDropActive = false;-    g.DragDropPayload.Clear();-    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;-    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;-    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;-    g.DragDropAcceptFrameCount = -1;--    g.DragDropPayloadBufHeap.clear();-    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));-}--// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()-// If the item has an identifier:-// - This assume/require the item to be activated (typically via ButtonBehavior).-// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.-// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.-// If the item has no identifier:-// - Currently always assume left mouse button.-bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,-    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).-    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;--    bool source_drag_active = false;-    ImGuiID source_id = 0;-    ImGuiID source_parent_id = 0;-    if (!(flags & ImGuiDragDropFlags_SourceExtern))-    {-        source_id = g.LastItemData.ID;-        if (source_id != 0)-        {-            // Common path: items with ID-            if (g.ActiveId != source_id)-                return false;-            if (g.ActiveIdMouseButton != -1)-                mouse_button = g.ActiveIdMouseButton;-            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)-                return false;-            g.ActiveIdAllowOverlap = false;-        }-        else-        {-            // Uncommon path: items without ID-            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)-                return false;-            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))-                return false;--            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:-            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.-            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))-            {-                IM_ASSERT(0);-                return false;-            }--            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()-            // We build a throwaway ID based on current ID stack + relative AABB of items in window.-            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.-            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.-            // Rely on keeping other window->LastItemXXX fields intact.-            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);-            KeepAliveID(source_id);-            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);-            if (is_hovered && g.IO.MouseClicked[mouse_button])-            {-                SetActiveID(source_id, window);-                FocusWindow(window);-            }-            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.-                g.ActiveIdAllowOverlap = is_hovered;-        }-        if (g.ActiveId != source_id)-            return false;-        source_parent_id = window->IDStack.back();-        source_drag_active = IsMouseDragging(mouse_button);--        // Disable navigation and key inputs while dragging + cancel existing request if any-        SetActiveIdUsingNavAndKeys();-    }-    else-    {-        window = NULL;-        source_id = ImHashStr("#SourceExtern");-        source_drag_active = true;-    }--    if (source_drag_active)-    {-        if (!g.DragDropActive)-        {-            IM_ASSERT(source_id != 0);-            ClearDragDrop();-            ImGuiPayload& payload = g.DragDropPayload;-            payload.SourceId = source_id;-            payload.SourceParentId = source_parent_id;-            g.DragDropActive = true;-            g.DragDropSourceFlags = flags;-            g.DragDropMouseButton = mouse_button;-            if (payload.SourceId == g.ActiveId)-                g.ActiveIdNoClearOnFocusLoss = true;-        }-        g.DragDropSourceFrameCount = g.FrameCount;-        g.DragDropWithinSource = true;--        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))-        {-            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)-            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.-            BeginTooltip();-            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))-            {-                ImGuiWindow* tooltip_window = g.CurrentWindow;-                tooltip_window->Hidden = tooltip_window->SkipItems = true;-                tooltip_window->HiddenFramesCanSkipItems = 1;-            }-        }--        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))-            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;--        return true;-    }-    return false;-}--void ImGui::EndDragDropSource()-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.DragDropActive);-    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");--    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))-        EndTooltip();--    // Discard the drag if have not called SetDragDropPayload()-    if (g.DragDropPayload.DataFrameCount == -1)-        ClearDragDrop();-    g.DragDropWithinSource = false;-}--// Use 'cond' to choose to submit payload on drag start or every frame-bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)-{-    ImGuiContext& g = *GImGui;-    ImGuiPayload& payload = g.DragDropPayload;-    if (cond == 0)-        cond = ImGuiCond_Always;--    IM_ASSERT(type != NULL);-    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");-    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));-    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);-    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()--    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)-    {-        // Copy payload-        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));-        g.DragDropPayloadBufHeap.resize(0);-        if (data_size > sizeof(g.DragDropPayloadBufLocal))-        {-            // Store in heap-            g.DragDropPayloadBufHeap.resize((int)data_size);-            payload.Data = g.DragDropPayloadBufHeap.Data;-            memcpy(payload.Data, data, data_size);-        }-        else if (data_size > 0)-        {-            // Store locally-            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));-            payload.Data = g.DragDropPayloadBufLocal;-            memcpy(payload.Data, data, data_size);-        }-        else-        {-            payload.Data = NULL;-        }-        payload.DataSize = (int)data_size;-    }-    payload.DataFrameCount = g.FrameCount;--    // Return whether the payload has been accepted-    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);-}--bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    if (!g.DragDropActive)-        return false;--    ImGuiWindow* window = g.CurrentWindow;-    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;-    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)-        return false;-    IM_ASSERT(id != 0);-    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))-        return false;-    if (window->SkipItems)-        return false;--    IM_ASSERT(g.DragDropWithinTarget == false);-    g.DragDropTargetRect = bb;-    g.DragDropTargetId = id;-    g.DragDropWithinTarget = true;-    return true;-}--// We don't use BeginDragDropTargetCustom() and duplicate its code because:-// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.-// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.-// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)-bool ImGui::BeginDragDropTarget()-{-    ImGuiContext& g = *GImGui;-    if (!g.DragDropActive)-        return false;--    ImGuiWindow* window = g.CurrentWindow;-    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))-        return false;-    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;-    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)-        return false;--    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;-    ImGuiID id = g.LastItemData.ID;-    if (id == 0)-    {-        id = window->GetIDFromRectangle(display_rect);-        KeepAliveID(id);-    }-    if (g.DragDropPayload.SourceId == id)-        return false;--    IM_ASSERT(g.DragDropWithinTarget == false);-    g.DragDropTargetRect = display_rect;-    g.DragDropTargetId = id;-    g.DragDropWithinTarget = true;-    return true;-}--bool ImGui::IsDragDropPayloadBeingAccepted()-{-    ImGuiContext& g = *GImGui;-    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;-}--const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImGuiPayload& payload = g.DragDropPayload;-    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?-    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?-    if (type != NULL && !payload.IsDataType(type))-        return NULL;--    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.-    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!-    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);-    ImRect r = g.DragDropTargetRect;-    float r_surface = r.GetWidth() * r.GetHeight();-    if (r_surface <= g.DragDropAcceptIdCurrRectSurface)-    {-        g.DragDropAcceptFlags = flags;-        g.DragDropAcceptIdCurr = g.DragDropTargetId;-        g.DragDropAcceptIdCurrRectSurface = r_surface;-    }--    // Render default drop visuals-    // FIXME-DRAGDROP: Settle on a proper default visuals for drop target.-    payload.Preview = was_accepted_previously;-    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)-    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)-        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);--    g.DragDropAcceptFrameCount = g.FrameCount;-    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()-    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))-        return NULL;--    return &payload;-}--const ImGuiPayload* ImGui::GetDragDropPayload()-{-    ImGuiContext& g = *GImGui;-    return g.DragDropActive ? &g.DragDropPayload : NULL;-}--// We don't really use/need this now, but added it for the sake of consistency and because we might need it later.-void ImGui::EndDragDropTarget()-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.DragDropActive);-    IM_ASSERT(g.DragDropWithinTarget);-    g.DragDropWithinTarget = false;-}--//------------------------------------------------------------------------------// [SECTION] LOGGING/CAPTURING-//------------------------------------------------------------------------------// All text output from the interface can be captured into tty/file/clipboard.-// By default, tree nodes are automatically opened during logging.-//-------------------------------------------------------------------------------// Pass text data straight to log (without being displayed)-static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)-{-    if (g.LogFile)-    {-        g.LogBuffer.Buf.resize(0);-        g.LogBuffer.appendfv(fmt, args);-        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);-    }-    else-    {-        g.LogBuffer.appendfv(fmt, args);-    }-}--void ImGui::LogText(const char* fmt, ...)-{-    ImGuiContext& g = *GImGui;-    if (!g.LogEnabled)-        return;--    va_list args;-    va_start(args, fmt);-    LogTextV(g, fmt, args);-    va_end(args);-}--void ImGui::LogTextV(const char* fmt, va_list args)-{-    ImGuiContext& g = *GImGui;-    if (!g.LogEnabled)-        return;--    LogTextV(g, fmt, args);-}--// Internal version that takes a position to decide on newline placement and pad items according to their depth.-// We split text into individual lines to add current tree level padding-// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.-void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    const char* prefix = g.LogNextPrefix;-    const char* suffix = g.LogNextSuffix;-    g.LogNextPrefix = g.LogNextSuffix = NULL;--    if (!text_end)-        text_end = FindRenderedTextEnd(text, text_end);--    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);-    if (ref_pos)-        g.LogLinePosY = ref_pos->y;-    if (log_new_line)-    {-        LogText(IM_NEWLINE);-        g.LogLineFirstItem = true;-    }--    if (prefix)-        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.--    // Re-adjust padding if we have popped out of our starting depth-    if (g.LogDepthRef > window->DC.TreeDepth)-        g.LogDepthRef = window->DC.TreeDepth;-    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);--    const char* text_remaining = text;-    for (;;)-    {-        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.-        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.-        const char* line_start = text_remaining;-        const char* line_end = ImStreolRange(line_start, text_end);-        const bool is_last_line = (line_end == text_end);-        if (line_start != line_end || !is_last_line)-        {-            const int line_length = (int)(line_end - line_start);-            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;-            LogText("%*s%.*s", indentation, "", line_length, line_start);-            g.LogLineFirstItem = false;-            if (*line_end == '\n')-            {-                LogText(IM_NEWLINE);-                g.LogLineFirstItem = true;-            }-        }-        if (is_last_line)-            break;-        text_remaining = line_end + 1;-    }--    if (suffix)-        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));-}--// Start logging/capturing text output-void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    IM_ASSERT(g.LogEnabled == false);-    IM_ASSERT(g.LogFile == NULL);-    IM_ASSERT(g.LogBuffer.empty());-    g.LogEnabled = true;-    g.LogType = type;-    g.LogNextPrefix = g.LogNextSuffix = NULL;-    g.LogDepthRef = window->DC.TreeDepth;-    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);-    g.LogLinePosY = FLT_MAX;-    g.LogLineFirstItem = true;-}--// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)-void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)-{-    ImGuiContext& g = *GImGui;-    g.LogNextPrefix = prefix;-    g.LogNextSuffix = suffix;-}--void ImGui::LogToTTY(int auto_open_depth)-{-    ImGuiContext& g = *GImGui;-    if (g.LogEnabled)-        return;-    IM_UNUSED(auto_open_depth);-#ifndef IMGUI_DISABLE_TTY_FUNCTIONS-    LogBegin(ImGuiLogType_TTY, auto_open_depth);-    g.LogFile = stdout;-#endif-}--// Start logging/capturing text output to given file-void ImGui::LogToFile(int auto_open_depth, const char* filename)-{-    ImGuiContext& g = *GImGui;-    if (g.LogEnabled)-        return;--    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still-    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.-    // By opening the file in binary mode "ab" we have consistent output everywhere.-    if (!filename)-        filename = g.IO.LogFilename;-    if (!filename || !filename[0])-        return;-    ImFileHandle f = ImFileOpen(filename, "ab");-    if (!f)-    {-        IM_ASSERT(0);-        return;-    }--    LogBegin(ImGuiLogType_File, auto_open_depth);-    g.LogFile = f;-}--// Start logging/capturing text output to clipboard-void ImGui::LogToClipboard(int auto_open_depth)-{-    ImGuiContext& g = *GImGui;-    if (g.LogEnabled)-        return;-    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);-}--void ImGui::LogToBuffer(int auto_open_depth)-{-    ImGuiContext& g = *GImGui;-    if (g.LogEnabled)-        return;-    LogBegin(ImGuiLogType_Buffer, auto_open_depth);-}--void ImGui::LogFinish()-{-    ImGuiContext& g = *GImGui;-    if (!g.LogEnabled)-        return;--    LogText(IM_NEWLINE);-    switch (g.LogType)-    {-    case ImGuiLogType_TTY:-#ifndef IMGUI_DISABLE_TTY_FUNCTIONS-        fflush(g.LogFile);-#endif-        break;-    case ImGuiLogType_File:-        ImFileClose(g.LogFile);-        break;-    case ImGuiLogType_Buffer:-        break;-    case ImGuiLogType_Clipboard:-        if (!g.LogBuffer.empty())-            SetClipboardText(g.LogBuffer.begin());-        break;-    case ImGuiLogType_None:-        IM_ASSERT(0);-        break;-    }--    g.LogEnabled = false;-    g.LogType = ImGuiLogType_None;-    g.LogFile = NULL;-    g.LogBuffer.clear();-}--// Helper to display logging buttons-// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)-void ImGui::LogButtons()-{-    ImGuiContext& g = *GImGui;--    PushID("LogButtons");-#ifndef IMGUI_DISABLE_TTY_FUNCTIONS-    const bool log_to_tty = Button("Log To TTY"); SameLine();-#else-    const bool log_to_tty = false;-#endif-    const bool log_to_file = Button("Log To File"); SameLine();-    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();-    PushAllowKeyboardFocus(false);-    SetNextItemWidth(80.0f);-    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);-    PopAllowKeyboardFocus();-    PopID();--    // Start logging at the end of the function so that the buttons don't appear in the log-    if (log_to_tty)-        LogToTTY();-    if (log_to_file)-        LogToFile();-    if (log_to_clipboard)-        LogToClipboard();-}---//------------------------------------------------------------------------------// [SECTION] SETTINGS-//------------------------------------------------------------------------------// - UpdateSettings() [Internal]-// - MarkIniSettingsDirty() [Internal]-// - CreateNewWindowSettings() [Internal]-// - FindWindowSettings() [Internal]-// - FindOrCreateWindowSettings() [Internal]-// - FindSettingsHandler() [Internal]-// - ClearIniSettings() [Internal]-// - LoadIniSettingsFromDisk()-// - LoadIniSettingsFromMemory()-// - SaveIniSettingsToDisk()-// - SaveIniSettingsToMemory()-// - WindowSettingsHandler_***() [Internal]-//-------------------------------------------------------------------------------// Called by NewFrame()-void ImGui::UpdateSettings()-{-    // Load settings on first frame (if not explicitly loaded manually before)-    ImGuiContext& g = *GImGui;-    if (!g.SettingsLoaded)-    {-        IM_ASSERT(g.SettingsWindows.empty());-        if (g.IO.IniFilename)-            LoadIniSettingsFromDisk(g.IO.IniFilename);-        g.SettingsLoaded = true;-    }--    // Save settings (with a delay after the last modification, so we don't spam disk too much)-    if (g.SettingsDirtyTimer > 0.0f)-    {-        g.SettingsDirtyTimer -= g.IO.DeltaTime;-        if (g.SettingsDirtyTimer <= 0.0f)-        {-            if (g.IO.IniFilename != NULL)-                SaveIniSettingsToDisk(g.IO.IniFilename);-            else-                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.-            g.SettingsDirtyTimer = 0.0f;-        }-    }-}--void ImGui::MarkIniSettingsDirty()-{-    ImGuiContext& g = *GImGui;-    if (g.SettingsDirtyTimer <= 0.0f)-        g.SettingsDirtyTimer = g.IO.IniSavingRate;-}--void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)-{-    ImGuiContext& g = *GImGui;-    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))-        if (g.SettingsDirtyTimer <= 0.0f)-            g.SettingsDirtyTimer = g.IO.IniSavingRate;-}--ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)-{-    ImGuiContext& g = *GImGui;--#if !IMGUI_DEBUG_INI_SETTINGS-    // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()-    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.-    if (const char* p = strstr(name, "###"))-        name = p;-#endif-    const size_t name_len = strlen(name);--    // Allocate chunk-    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;-    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);-    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();-    settings->ID = ImHashStr(name, name_len);-    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator--    return settings;-}--ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))-        if (settings->ID == id)-            return settings;-    return NULL;-}--ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)-{-    if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name)))-        return settings;-    return CreateNewWindowSettings(name);-}--void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);-    g.SettingsHandlers.push_back(*handler);-}--void ImGui::RemoveSettingsHandler(const char* type_name)-{-    ImGuiContext& g = *GImGui;-    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))-        g.SettingsHandlers.erase(handler);-}--ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)-{-    ImGuiContext& g = *GImGui;-    const ImGuiID type_hash = ImHashStr(type_name);-    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)-        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)-            return &g.SettingsHandlers[handler_n];-    return NULL;-}--void ImGui::ClearIniSettings()-{-    ImGuiContext& g = *GImGui;-    g.SettingsIniData.clear();-    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)-        if (g.SettingsHandlers[handler_n].ClearAllFn)-            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);-}--void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)-{-    size_t file_data_size = 0;-    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);-    if (!file_data)-        return;-    if (file_data_size > 0)-        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);-    IM_FREE(file_data);-}--// Zero-tolerance, no error reporting, cheap .ini parsing-void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.Initialized);-    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");-    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);--    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).-    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..-    if (ini_size == 0)-        ini_size = strlen(ini_data);-    g.SettingsIniData.Buf.resize((int)ini_size + 1);-    char* const buf = g.SettingsIniData.Buf.Data;-    char* const buf_end = buf + ini_size;-    memcpy(buf, ini_data, ini_size);-    buf_end[0] = 0;--    // Call pre-read handlers-    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)-    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)-        if (g.SettingsHandlers[handler_n].ReadInitFn)-            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);--    void* entry_data = NULL;-    ImGuiSettingsHandler* entry_handler = NULL;--    char* line_end = NULL;-    for (char* line = buf; line < buf_end; line = line_end + 1)-    {-        // Skip new lines markers, then find end of the line-        while (*line == '\n' || *line == '\r')-            line++;-        line_end = line;-        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')-            line_end++;-        line_end[0] = 0;-        if (line[0] == ';')-            continue;-        if (line[0] == '[' && line_end > line && line_end[-1] == ']')-        {-            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.-            line_end[-1] = 0;-            const char* name_end = line_end - 1;-            const char* type_start = line + 1;-            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');-            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;-            if (!type_end || !name_start)-                continue;-            *type_end = 0; // Overwrite first ']'-            name_start++;  // Skip second '['-            entry_handler = FindSettingsHandler(type_start);-            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;-        }-        else if (entry_handler != NULL && entry_data != NULL)-        {-            // Let type handler parse the line-            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);-        }-    }-    g.SettingsLoaded = true;--    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)-    memcpy(buf, ini_data, ini_size);--    // Call post-read handlers-    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)-        if (g.SettingsHandlers[handler_n].ApplyAllFn)-            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);-}--void ImGui::SaveIniSettingsToDisk(const char* ini_filename)-{-    ImGuiContext& g = *GImGui;-    g.SettingsDirtyTimer = 0.0f;-    if (!ini_filename)-        return;--    size_t ini_data_size = 0;-    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);-    ImFileHandle f = ImFileOpen(ini_filename, "wt");-    if (!f)-        return;-    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);-    ImFileClose(f);-}--// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer-const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)-{-    ImGuiContext& g = *GImGui;-    g.SettingsDirtyTimer = 0.0f;-    g.SettingsIniData.Buf.resize(0);-    g.SettingsIniData.Buf.push_back(0);-    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)-    {-        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];-        handler->WriteAllFn(&g, handler, &g.SettingsIniData);-    }-    if (out_size)-        *out_size = (size_t)g.SettingsIniData.size();-    return g.SettingsIniData.c_str();-}--static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)-{-    ImGuiContext& g = *ctx;-    for (int i = 0; i != g.Windows.Size; i++)-        g.Windows[i]->SettingsOffset = -1;-    g.SettingsWindows.clear();-}--static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)-{-    ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name);-    ImGuiID id = settings->ID;-    *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry-    settings->ID = id;-    settings->WantApply = true;-    return (void*)settings;-}--static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)-{-    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;-    int x, y;-    int i;-    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)         { settings->Pos = ImVec2ih((short)x, (short)y); }-    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)   { settings->Size = ImVec2ih((short)x, (short)y); }-    else if (sscanf(line, "Collapsed=%d", &i) == 1)     { settings->Collapsed = (i != 0); }-}--// Apply to existing windows (if any)-static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)-{-    ImGuiContext& g = *ctx;-    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))-        if (settings->WantApply)-        {-            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))-                ApplyWindowSettings(window, settings);-            settings->WantApply = false;-        }-}--static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)-{-    // Gather data from windows that were active during this session-    // (if a window wasn't opened in this session we preserve its settings)-    ImGuiContext& g = *ctx;-    for (int i = 0; i != g.Windows.Size; i++)-    {-        ImGuiWindow* window = g.Windows[i];-        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)-            continue;--        ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID);-        if (!settings)-        {-            settings = ImGui::CreateNewWindowSettings(window->Name);-            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);-        }-        IM_ASSERT(settings->ID == window->ID);-        settings->Pos = ImVec2ih(window->Pos);-        settings->Size = ImVec2ih(window->SizeFull);--        settings->Collapsed = window->Collapsed;-    }--    // Write to text buffer-    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve-    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))-    {-        const char* settings_name = settings->GetName();-        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);-        buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);-        buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);-        buf->appendf("Collapsed=%d\n", settings->Collapsed);-        buf->append("\n");-    }-}---//------------------------------------------------------------------------------// [SECTION] VIEWPORTS, PLATFORM WINDOWS-//------------------------------------------------------------------------------// - GetMainViewport()-// - SetWindowViewport() [Internal]-// - UpdateViewportsNewFrame() [Internal]-// (this section is more complete in the 'docking' branch)-//-------------------------------------------------------------------------------ImGuiViewport* ImGui::GetMainViewport()-{-    ImGuiContext& g = *GImGui;-    return g.Viewports[0];-}--void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)-{-    window->Viewport = viewport;-}--// Update viewports and monitor infos-static void ImGui::UpdateViewportsNewFrame()-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(g.Viewports.Size == 1);--    // Update main viewport with current platform position.-    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.-    ImGuiViewportP* main_viewport = g.Viewports[0];-    main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;-    main_viewport->Pos = ImVec2(0.0f, 0.0f);-    main_viewport->Size = g.IO.DisplaySize;--    for (int n = 0; n < g.Viewports.Size; n++)-    {-        ImGuiViewportP* viewport = g.Viewports[n];--        // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again.-        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;-        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;-        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);-        viewport->UpdateWorkRect();-    }-}--//------------------------------------------------------------------------------// [SECTION] DOCKING-//-------------------------------------------------------------------------------// (this section is filled in the 'docking' branch)---//------------------------------------------------------------------------------// [SECTION] PLATFORM DEPENDENT HELPERS-//-------------------------------------------------------------------------------#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)--#ifdef _MSC_VER-#pragma comment(lib, "user32")-#pragma comment(lib, "kernel32")-#endif--// Win32 clipboard implementation-// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()-static const char* GetClipboardTextFn_DefaultImpl(void*)-{-    ImGuiContext& g = *GImGui;-    g.ClipboardHandlerData.clear();-    if (!::OpenClipboard(NULL))-        return NULL;-    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);-    if (wbuf_handle == NULL)-    {-        ::CloseClipboard();-        return NULL;-    }-    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))-    {-        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);-        g.ClipboardHandlerData.resize(buf_len);-        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);-    }-    ::GlobalUnlock(wbuf_handle);-    ::CloseClipboard();-    return g.ClipboardHandlerData.Data;-}--static void SetClipboardTextFn_DefaultImpl(void*, const char* text)-{-    if (!::OpenClipboard(NULL))-        return;-    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);-    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));-    if (wbuf_handle == NULL)-    {-        ::CloseClipboard();-        return;-    }-    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);-    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);-    ::GlobalUnlock(wbuf_handle);-    ::EmptyClipboard();-    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)-        ::GlobalFree(wbuf_handle);-    ::CloseClipboard();-}--#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)--#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file-static PasteboardRef main_clipboard = 0;--// OSX clipboard implementation-// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!-static void SetClipboardTextFn_DefaultImpl(void*, const char* text)-{-    if (!main_clipboard)-        PasteboardCreate(kPasteboardClipboard, &main_clipboard);-    PasteboardClear(main_clipboard);-    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));-    if (cf_data)-    {-        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);-        CFRelease(cf_data);-    }-}--static const char* GetClipboardTextFn_DefaultImpl(void*)-{-    if (!main_clipboard)-        PasteboardCreate(kPasteboardClipboard, &main_clipboard);-    PasteboardSynchronize(main_clipboard);--    ItemCount item_count = 0;-    PasteboardGetItemCount(main_clipboard, &item_count);-    for (ItemCount i = 0; i < item_count; i++)-    {-        PasteboardItemID item_id = 0;-        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);-        CFArrayRef flavor_type_array = 0;-        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);-        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)-        {-            CFDataRef cf_data;-            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)-            {-                ImGuiContext& g = *GImGui;-                g.ClipboardHandlerData.clear();-                int length = (int)CFDataGetLength(cf_data);-                g.ClipboardHandlerData.resize(length + 1);-                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);-                g.ClipboardHandlerData[length] = 0;-                CFRelease(cf_data);-                return g.ClipboardHandlerData.Data;-            }-        }-    }-    return NULL;-}--#else--// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.-static const char* GetClipboardTextFn_DefaultImpl(void*)-{-    ImGuiContext& g = *GImGui;-    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();-}--static void SetClipboardTextFn_DefaultImpl(void*, const char* text)-{-    ImGuiContext& g = *GImGui;-    g.ClipboardHandlerData.clear();-    const char* text_end = text + strlen(text);-    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);-    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));-    g.ClipboardHandlerData[(int)(text_end - text)] = 0;-}--#endif--// Win32 API IME support (for Asian languages, etc.)-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)--#include <imm.h>-#ifdef _MSC_VER-#pragma comment(lib, "imm32")-#endif--static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)-{-    // Notify OS Input Method Editor of text input position-    HWND hwnd = (HWND)viewport->PlatformHandleRaw;-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS-    if (hwnd == 0)-        hwnd = (HWND)ImGui::GetIO().ImeWindowHandle;-#endif-    if (hwnd == 0)-        return;--    ::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);--    if (HIMC himc = ::ImmGetContext(hwnd))-    {-        COMPOSITIONFORM composition_form = {};-        composition_form.ptCurrentPos.x = (LONG)data->InputPos.x;-        composition_form.ptCurrentPos.y = (LONG)data->InputPos.y;-        composition_form.dwStyle = CFS_FORCE_POSITION;-        ::ImmSetCompositionWindow(himc, &composition_form);-        CANDIDATEFORM candidate_form = {};-        candidate_form.dwStyle = CFS_CANDIDATEPOS;-        candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x;-        candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y;-        ::ImmSetCandidateWindow(himc, &candidate_form);-        ::ImmReleaseContext(hwnd, himc);-    }-}--#else--static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}--#endif--//------------------------------------------------------------------------------// [SECTION] METRICS/DEBUGGER WINDOW-//------------------------------------------------------------------------------// - RenderViewportThumbnail() [Internal]-// - RenderViewportsThumbnails() [Internal]-// - DebugTextEncoding()-// - MetricsHelpMarker() [Internal]-// - ShowFontAtlas() [Internal]-// - ShowMetricsWindow()-// - DebugNodeColumns() [Internal]-// - DebugNodeDrawList() [Internal]-// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]-// - DebugNodeFont() [Internal]-// - DebugNodeFontGlyph() [Internal]-// - DebugNodeStorage() [Internal]-// - DebugNodeTabBar() [Internal]-// - DebugNodeViewport() [Internal]-// - DebugNodeWindow() [Internal]-// - DebugNodeWindowSettings() [Internal]-// - DebugNodeWindowsList() [Internal]-// - DebugNodeWindowsListByBeginStackParent() [Internal]-//-------------------------------------------------------------------------------#ifndef IMGUI_DISABLE_DEBUG_TOOLS--void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    ImVec2 scale = bb.GetSize() / viewport->Size;-    ImVec2 off = bb.Min - viewport->Pos * scale;-    float alpha_mul = 1.0f;-    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));-    for (int i = 0; i != g.Windows.Size; i++)-    {-        ImGuiWindow* thumb_window = g.Windows[i];-        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))-            continue;--        ImRect thumb_r = thumb_window->Rect();-        ImRect title_r = thumb_window->TitleBarRect();-        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));-        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height-        thumb_r.ClipWithFull(bb);-        title_r.ClipWithFull(bb);-        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);-        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));-        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));-        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));-        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));-    }-    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));-}--static void RenderViewportsThumbnails()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.-    float SCALE = 1.0f / 8.0f;-    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);-    for (int n = 0; n < g.Viewports.Size; n++)-        bb_full.Add(g.Viewports[n]->GetMainRect());-    ImVec2 p = window->DC.CursorPos;-    ImVec2 off = p - bb_full.Min * SCALE;-    for (int n = 0; n < g.Viewports.Size; n++)-    {-        ImGuiViewportP* viewport = g.Viewports[n];-        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);-        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);-    }-    ImGui::Dummy(bb_full.GetSize() * SCALE);-}--// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.-void ImGui::DebugTextEncoding(const char* str)-{-    Text("Text: \"%s\"", str);-    if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit))-        return;-    TableSetupColumn("Offset");-    TableSetupColumn("UTF-8");-    TableSetupColumn("Glyph");-    TableSetupColumn("Codepoint");-    TableHeadersRow();-    for (const char* p = str; *p != 0; )-    {-        unsigned int c;-        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);-        TableNextColumn();-        Text("%d", (int)(p - str));-        TableNextColumn();-        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)-        {-            if (byte_index > 0)-                SameLine();-            Text("0x%02X", (int)(unsigned char)p[byte_index]);-        }-        TableNextColumn();-        if (GetFont()->FindGlyphNoFallback((ImWchar)c))-            TextUnformatted(p, p + c_utf8_len);-        else-            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");-        TableNextColumn();-        Text("U+%04X", (int)c);-        p += c_utf8_len;-    }-    EndTable();-}--// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.-static void MetricsHelpMarker(const char* desc)-{-    ImGui::TextDisabled("(?)");-    if (ImGui::IsItemHovered())-    {-        ImGui::BeginTooltip();-        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);-        ImGui::TextUnformatted(desc);-        ImGui::PopTextWrapPos();-        ImGui::EndTooltip();-    }-}--// [DEBUG] List fonts in a font atlas and display its texture-void ImGui::ShowFontAtlas(ImFontAtlas* atlas)-{-    for (int i = 0; i < atlas->Fonts.Size; i++)-    {-        ImFont* font = atlas->Fonts[i];-        PushID(font);-        DebugNodeFont(font);-        PopID();-    }-    if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))-    {-        ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);-        ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);-        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);-        TreePop();-    }-}--void ImGui::ShowMetricsWindow(bool* p_open)-{-    ImGuiContext& g = *GImGui;-    ImGuiIO& io = g.IO;-    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;-    if (cfg->ShowDebugLog)-        ShowDebugLogWindow(&cfg->ShowDebugLog);-    if (cfg->ShowStackTool)-        ShowStackToolWindow(&cfg->ShowStackTool);--    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)-    {-        End();-        return;-    }--    // Basic info-    Text("Dear ImGui %s", GetVersion());-    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);-    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);-    Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);-    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }--    Separator();--    // Debugging enums-    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type-    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };-    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type-    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };-    if (cfg->ShowWindowsRectsType < 0)-        cfg->ShowWindowsRectsType = WRT_WorkRect;-    if (cfg->ShowTablesRectsType < 0)-        cfg->ShowTablesRectsType = TRT_WorkRect;--    struct Funcs-    {-        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)-        {-            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance-            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }-            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }-            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }-            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }-            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }-            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }-            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }-            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }-            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }-            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate-            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }-            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }-            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }-            IM_ASSERT(0);-            return ImRect();-        }--        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)-        {-            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }-            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }-            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }-            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }-            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }-            else if (rect_type == WRT_Content)       { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }-            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }-            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }-            IM_ASSERT(0);-            return ImRect();-        }-    };--    // Tools-    if (TreeNode("Tools"))-    {-        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");-        SameLine();-        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");-        if (show_encoding_viewer)-        {-            static char buf[100] = "";-            SetNextItemWidth(-FLT_MIN);-            InputText("##Text", buf, IM_ARRAYSIZE(buf));-            if (buf[0] != 0)-                DebugTextEncoding(buf);-            TreePop();-        }--        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.-        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)-            DebugStartItemPicker();-        SameLine();-        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");--        // Stack Tool is your best friend!-        Checkbox("Show Debug Log", &cfg->ShowDebugLog);-        SameLine();-        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");--        // Stack Tool is your best friend!-        Checkbox("Show Stack Tool", &cfg->ShowStackTool);-        SameLine();-        MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");--        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);-        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);-        SameLine();-        SetNextItemWidth(GetFontSize() * 12);-        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);-        if (cfg->ShowWindowsRects && g.NavWindow != NULL)-        {-            BulletText("'%s':", g.NavWindow->Name);-            Indent();-            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)-            {-                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);-                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);-            }-            Unindent();-        }--        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);-        SameLine();-        SetNextItemWidth(GetFontSize() * 12);-        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);-        if (cfg->ShowTablesRects && g.NavWindow != NULL)-        {-            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)-            {-                ImGuiTable* table = g.Tables.TryGetMapData(table_n);-                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))-                    continue;--                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);-                if (IsItemHovered())-                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);-                Indent();-                char buf[128];-                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)-                {-                    if (rect_n >= TRT_ColumnsRect)-                    {-                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)-                            continue;-                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)-                        {-                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);-                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);-                            Selectable(buf);-                            if (IsItemHovered())-                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);-                        }-                    }-                    else-                    {-                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);-                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);-                        Selectable(buf);-                        if (IsItemHovered())-                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);-                    }-                }-                Unindent();-            }-        }--        TreePop();-    }--    // Windows-    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))-    {-        //SetNextItemOpen(true, ImGuiCond_Once);-        DebugNodeWindowsList(&g.Windows, "By display order");-        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");-        if (TreeNode("By submission order (begin stack)"))-        {-            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!-            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;-            temp_buffer.resize(0);-            for (int i = 0; i < g.Windows.Size; i++)-                if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)-                    temp_buffer.push_back(g.Windows[i]);-            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };-            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);-            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);-            TreePop();-        }--        TreePop();-    }--    // DrawLists-    int drawlist_count = 0;-    for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)-        drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();-    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))-    {-        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);-        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);-        for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)-        {-            ImGuiViewportP* viewport = g.Viewports[viewport_i];-            for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)-                for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)-                    DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");-        }-        TreePop();-    }--    // Viewports-    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))-    {-        Indent(GetTreeNodeToLabelSpacing());-        RenderViewportsThumbnails();-        Unindent(GetTreeNodeToLabelSpacing());-        for (int i = 0; i < g.Viewports.Size; i++)-            DebugNodeViewport(g.Viewports[i]);-        TreePop();-    }--    // Details for Popups-    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))-    {-        for (int i = 0; i < g.OpenPopupStack.Size; i++)-        {-            ImGuiWindow* window = g.OpenPopupStack[i].Window;-            BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : "");-        }-        TreePop();-    }--    // Details for TabBars-    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))-    {-        for (int n = 0; n < g.TabBars.GetMapSize(); n++)-            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))-            {-                PushID(tab_bar);-                DebugNodeTabBar(tab_bar, "TabBar");-                PopID();-            }-        TreePop();-    }--    // Details for Tables-    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))-    {-        for (int n = 0; n < g.Tables.GetMapSize(); n++)-            if (ImGuiTable* table = g.Tables.TryGetMapData(n))-                DebugNodeTable(table);-        TreePop();-    }--    // Details for Fonts-    ImFontAtlas* atlas = g.IO.Fonts;-    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))-    {-        ShowFontAtlas(atlas);-        TreePop();-    }--    // Details for InputText-    if (TreeNode("InputText"))-    {-        DebugNodeInputTextState(&g.InputTextState);-        TreePop();-    }--    // Details for Docking-#ifdef IMGUI_HAS_DOCK-    if (TreeNode("Docking"))-    {-        TreePop();-    }-#endif // #ifdef IMGUI_HAS_DOCK--    // Settings-    if (TreeNode("Settings"))-    {-        if (SmallButton("Clear"))-            ClearIniSettings();-        SameLine();-        if (SmallButton("Save to memory"))-            SaveIniSettingsToMemory();-        SameLine();-        if (SmallButton("Save to disk"))-            SaveIniSettingsToDisk(g.IO.IniFilename);-        SameLine();-        if (g.IO.IniFilename)-            Text("\"%s\"", g.IO.IniFilename);-        else-            TextUnformatted("<NULL>");-        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);-        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))-        {-            for (int n = 0; n < g.SettingsHandlers.Size; n++)-                BulletText("%s", g.SettingsHandlers[n].TypeName);-            TreePop();-        }-        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))-        {-            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))-                DebugNodeWindowSettings(settings);-            TreePop();-        }--        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))-        {-            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))-                DebugNodeTableSettings(settings);-            TreePop();-        }--#ifdef IMGUI_HAS_DOCK-#endif // #ifdef IMGUI_HAS_DOCK--        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))-        {-            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);-            TreePop();-        }-        TreePop();-    }--    // Misc Details-    if (TreeNode("Internal state"))-    {-        Text("WINDOWING");-        Indent();-        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");-        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");-        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");-        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");-        Unindent();--        Text("ITEMS");-        Indent();-        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));-        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");--        int active_id_using_key_input_count = 0;-        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)-            active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0;-        Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, active_id_using_key_input_count);-        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame-        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);-        Unindent();--        Text("NAV,FOCUS");-        Indent();-        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");-        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);-        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));-        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);-        Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);-        Text("NavActivateFlags: %04X", g.NavActivateFlags);-        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);-        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);-        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");-        Unindent();--        TreePop();-    }--    // Overlay: Display windows Rectangles and Begin Order-    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)-    {-        for (int n = 0; n < g.Windows.Size; n++)-        {-            ImGuiWindow* window = g.Windows[n];-            if (!window->WasActive)-                continue;-            ImDrawList* draw_list = GetForegroundDrawList(window);-            if (cfg->ShowWindowsRects)-            {-                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);-                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));-            }-            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))-            {-                char buf[32];-                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);-                float font_size = GetFontSize();-                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));-                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);-            }-        }-    }--    // Overlay: Display Tables Rectangles-    if (cfg->ShowTablesRects)-    {-        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)-        {-            ImGuiTable* table = g.Tables.TryGetMapData(table_n);-            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)-                continue;-            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);-            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)-            {-                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)-                {-                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);-                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);-                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;-                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);-                }-            }-            else-            {-                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);-                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));-            }-        }-    }--#ifdef IMGUI_HAS_DOCK-    // Overlay: Display Docking info-    if (show_docking_nodes && g.IO.KeyCtrl)-    {-    }-#endif // #ifdef IMGUI_HAS_DOCK--    End();-}--// [DEBUG] Display contents of Columns-void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)-{-    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))-        return;-    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);-    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)-        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));-    TreePop();-}--// [DEBUG] Display contents of ImDrawList-void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label)-{-    ImGuiContext& g = *GImGui;-    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;-    int cmd_count = draw_list->CmdBuffer.Size;-    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)-        cmd_count--;-    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);-    if (draw_list == GetWindowDrawList())-    {-        SameLine();-        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)-        if (node_open)-            TreePop();-        return;-    }--    ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list-    if (window && IsItemHovered() && fg_draw_list)-        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));-    if (!node_open)-        return;--    if (window && !window->WasActive)-        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");--    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)-    {-        if (pcmd->UserCallback)-        {-            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);-            continue;-        }--        char buf[300];-        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",-            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,-            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);-        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);-        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)-            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);-        if (!pcmd_node_open)-            continue;--        // Calculate approximate coverage area (touched pixel count)-        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.-        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;-        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;-        float total_area = 0.0f;-        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )-        {-            ImVec2 triangle[3];-            for (int n = 0; n < 3; n++, idx_n++)-                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;-            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);-        }--        // Display vertex information summary. Hover to get all triangles drawn in wire-frame-        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);-        Selectable(buf);-        if (IsItemHovered() && fg_draw_list)-            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);--        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.-        ImGuiListClipper clipper;-        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.-        while (clipper.Step())-            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)-            {-                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);-                ImVec2 triangle[3];-                for (int n = 0; n < 3; n++, idx_i++)-                {-                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];-                    triangle[n] = v.pos;-                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",-                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);-                }--                Selectable(buf, false);-                if (fg_draw_list && IsItemHovered())-                {-                    ImDrawListFlags backup_flags = fg_draw_list->Flags;-                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.-                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);-                    fg_draw_list->Flags = backup_flags;-                }-            }-        TreePop();-    }-    TreePop();-}--// [DEBUG] Display mesh/aabb of a ImDrawCmd-void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)-{-    IM_ASSERT(show_mesh || show_aabb);--    // Draw wire-frame version of all triangles-    ImRect clip_rect = draw_cmd->ClipRect;-    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);-    ImDrawListFlags backup_flags = out_draw_list->Flags;-    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.-    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )-    {-        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list-        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;--        ImVec2 triangle[3];-        for (int n = 0; n < 3; n++, idx_n++)-            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));-        if (show_mesh)-            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles-    }-    // Draw bounding boxes-    if (show_aabb)-    {-        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU-        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles-    }-    out_draw_list->Flags = backup_flags;-}--// [DEBUG] Display details for a single font, called by ShowStyleEditor().-void ImGui::DebugNodeFont(ImFont* font)-{-    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",-        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);-    SameLine();-    if (SmallButton("Set as default"))-        GetIO().FontDefault = font;-    if (!opened)-        return;--    // Display preview text-    PushFont(font);-    Text("The quick brown fox jumps over the lazy dog");-    PopFont();--    // Display details-    SetNextItemWidth(GetFontSize() * 8);-    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");-    SameLine(); MetricsHelpMarker(-        "Note than the default embedded font is NOT meant to be scaled.\n\n"-        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "-        "You may oversample them to get some flexibility with scaling. "-        "You can also render at multiple sizes and select which one to use at runtime.\n\n"-        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");-    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);-    char c_str[5];-    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);-    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);-    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);-    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);-    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)-        if (font->ConfigData)-            if (const ImFontConfig* cfg = &font->ConfigData[config_i])-                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",-                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);--    // Display all glyphs of the fonts in separate pages of 256 characters-    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))-    {-        ImDrawList* draw_list = GetWindowDrawList();-        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);-        const float cell_size = font->FontSize * 1;-        const float cell_spacing = GetStyle().ItemSpacing.y;-        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)-        {-            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)-            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT-            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)-            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))-            {-                base += 4096 - 256;-                continue;-            }--            int count = 0;-            for (unsigned int n = 0; n < 256; n++)-                if (font->FindGlyphNoFallback((ImWchar)(base + n)))-                    count++;-            if (count <= 0)-                continue;-            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))-                continue;--            // Draw a 16x16 grid of glyphs-            ImVec2 base_pos = GetCursorScreenPos();-            for (unsigned int n = 0; n < 256; n++)-            {-                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions-                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.-                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));-                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);-                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));-                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));-                if (!glyph)-                    continue;-                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));-                if (IsMouseHoveringRect(cell_p1, cell_p2))-                {-                    BeginTooltip();-                    DebugNodeFontGlyph(font, glyph);-                    EndTooltip();-                }-            }-            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));-            TreePop();-        }-        TreePop();-    }-    TreePop();-}--void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)-{-    Text("Codepoint: U+%04X", glyph->Codepoint);-    Separator();-    Text("Visible: %d", glyph->Visible);-    Text("AdvanceX: %.1f", glyph->AdvanceX);-    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);-    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);-}--// [DEBUG] Display contents of ImGuiStorage-void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)-{-    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))-        return;-    for (int n = 0; n < storage->Data.Size; n++)-    {-        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];-        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.-    }-    TreePop();-}--// [DEBUG] Display contents of ImGuiTabBar-void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)-{-    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.-    char buf[256];-    char* p = buf;-    const char* buf_end = buf + IM_ARRAYSIZE(buf);-    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);-    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");-    p += ImFormatString(p, buf_end - p, "  { ");-    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)-    {-        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];-        p += ImFormatString(p, buf_end - p, "%s'%s'",-            tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???");-    }-    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");-    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }-    bool open = TreeNode(label, "%s", buf);-    if (!is_active) { PopStyleColor(); }-    if (is_active && IsItemHovered())-    {-        ImDrawList* draw_list = GetForegroundDrawList();-        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));-        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));-        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));-    }-    if (open)-    {-        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)-        {-            const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];-            PushID(tab);-            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);-            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();-            Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f",-                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth);-            PopID();-        }-        TreePop();-    }-}--void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)-{-    SetNextItemOpen(true, ImGuiCond_Once);-    if (TreeNode("viewport0", "Viewport #%d", 0))-    {-        ImGuiWindowFlags flags = viewport->Flags;-        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",-            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,-            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y);-        BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,-            (flags & ImGuiViewportFlags_IsPlatformWindow)  ? " IsPlatformWindow"  : "",-            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",-            (flags & ImGuiViewportFlags_OwnedByApp)        ? " OwnedByApp"        : "");-        for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)-            for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)-                DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");-        TreePop();-    }-}--void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)-{-    if (window == NULL)-    {-        BulletText("%s: NULL", label);-        return;-    }--    ImGuiContext& g = *GImGui;-    const bool is_active = window->WasActive;-    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;-    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }-    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");-    if (!is_active) { PopStyleColor(); }-    if (IsItemHovered() && is_active)-        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));-    if (!open)-        return;--    if (window->MemoryCompacted)-        TextDisabled("Note: some memory buffers have been compacted/freed.");--    ImGuiWindowFlags flags = window->Flags;-    DebugNodeDrawList(window, window->DrawList, "DrawList");-    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);-    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,-        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",-        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",-        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");-    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");-    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);-    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);-    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)-    {-        ImRect r = window->NavRectRel[layer];-        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)-        {-            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);-            continue;-        }-        BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);-        if (IsItemHovered())-            GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255));-    }-    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");-    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }-    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }-    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }-    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))-    {-        for (int n = 0; n < window->ColumnsStorage.Size; n++)-            DebugNodeColumns(&window->ColumnsStorage[n]);-        TreePop();-    }-    DebugNodeStorage(&window->StateStorage, "Storage");-    TreePop();-}--void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)-{-    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",-        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);-}--void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)-{-    if (!TreeNode(label, "%s (%d)", label, windows->Size))-        return;-    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back-    {-        PushID((*windows)[i]);-        DebugNodeWindow((*windows)[i], "Window");-        PopID();-    }-    TreePop();-}--// FIXME-OPT: This is technically suboptimal, but it is simpler this way.-void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)-{-    for (int i = 0; i < windows_size; i++)-    {-        ImGuiWindow* window = windows[i];-        if (window->ParentWindowInBeginStack != parent_in_begin_stack)-            continue;-        char buf[20];-        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);-        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);-        DebugNodeWindow(window, buf);-        Indent();-        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);-        Unindent();-    }-}--//------------------------------------------------------------------------------// [SECTION] DEBUG LOG-//-------------------------------------------------------------------------------void ImGui::DebugLog(const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    DebugLogV(fmt, args);-    va_end(args);-}--void ImGui::DebugLogV(const char* fmt, va_list args)-{-    ImGuiContext& g = *GImGui;-    const int old_size = g.DebugLogBuf.size();-    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);-    g.DebugLogBuf.appendfv(fmt, args);-    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)-        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);-}--void ImGui::ShowDebugLogWindow(bool* p_open)-{-    ImGuiContext& g = *GImGui;-    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))-        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);-    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)-    {-        End();-        return;-    }--    AlignTextToFramePadding();-    Text("Log events:");-    SameLine(); CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);-    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);-    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);-    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);-    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);--    if (SmallButton("Clear"))-        g.DebugLogBuf.clear();-    SameLine();-    if (SmallButton("Copy"))-        SetClipboardText(g.DebugLogBuf.c_str());-    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);-    TextUnformatted(g.DebugLogBuf.begin(), g.DebugLogBuf.end()); // FIXME-OPT: Could use a line index, but TextUnformatted() has a semi-decent fast path for large text.-    if (GetScrollY() >= GetScrollMaxY())-        SetScrollHereY(1.0f);-    EndChild();--    End();-}--//------------------------------------------------------------------------------// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)-//-------------------------------------------------------------------------------// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.-void ImGui::UpdateDebugToolItemPicker()-{-    ImGuiContext& g = *GImGui;-    g.DebugItemPickerBreakId = 0;-    if (!g.DebugItemPickerActive)-        return;--    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;-    SetMouseCursor(ImGuiMouseCursor_Hand);-    if (IsKeyPressed(ImGuiKey_Escape))-        g.DebugItemPickerActive = false;-    if (IsMouseClicked(0) && hovered_id)-    {-        g.DebugItemPickerBreakId = hovered_id;-        g.DebugItemPickerActive = false;-    }-    SetNextWindowBgAlpha(0.60f);-    BeginTooltip();-    Text("HoveredId: 0x%08X", hovered_id);-    Text("Press ESC to abort picking.");-    TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!");-    EndTooltip();-}--// [DEBUG] Stack Tool: update queries. Called by NewFrame()-void ImGui::UpdateDebugToolStackQueries()-{-    ImGuiContext& g = *GImGui;-    ImGuiStackTool* tool = &g.DebugStackTool;--    // Clear hook when stack tool is not visible-    g.DebugHookIdInfo = 0;-    if (g.FrameCount != tool->LastActiveFrame + 1)-        return;--    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item-    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time-    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;-    if (tool->QueryId != query_id)-    {-        tool->QueryId = query_id;-        tool->StackLevel = -1;-        tool->Results.resize(0);-    }-    if (query_id == 0)-        return;--    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)-    int stack_level = tool->StackLevel;-    if (stack_level >= 0 && stack_level < tool->Results.Size)-        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)-            tool->StackLevel++;--    // Update hook-    stack_level = tool->StackLevel;-    if (stack_level == -1)-        g.DebugHookIdInfo = query_id;-    if (stack_level >= 0 && stack_level < tool->Results.Size)-    {-        g.DebugHookIdInfo = tool->Results[stack_level].ID;-        tool->Results[stack_level].QueryFrameCount++;-    }-}--// [DEBUG] Stack tool: hooks called by GetID() family functions-void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImGuiStackTool* tool = &g.DebugStackTool;--    // Step 0: stack query-    // This assume that the ID was computed with the current ID stack, which tends to be the case for our widget.-    if (tool->StackLevel == -1)-    {-        tool->StackLevel++;-        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());-        for (int n = 0; n < window->IDStack.Size + 1; n++)-            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;-        return;-    }--    // Step 1+: query for individual level-    IM_ASSERT(tool->StackLevel >= 0);-    if (tool->StackLevel != window->IDStack.Size)-        return;-    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];-    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);--    switch (data_type)-    {-    case ImGuiDataType_S32:-        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);-        break;-    case ImGuiDataType_String:-        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);-        break;-    case ImGuiDataType_Pointer:-        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);-        break;-    case ImGuiDataType_ID:-        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.-            return;-        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);-        break;-    default:-        IM_ASSERT(0);-    }-    info->QuerySuccess = true;-    info->DataType = data_type;-}--static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)-{-    ImGuiStackLevelInfo* info = &tool->Results[n];-    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;-    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)-        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);-    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)-        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);-    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.-        return (*buf = 0);-#ifdef IMGUI_ENABLE_TEST_ENGINE-    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()-        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);-#endif-    return ImFormatString(buf, buf_size, "???");-}--// Stack Tool: Display UI-void ImGui::ShowStackToolWindow(bool* p_open)-{-    ImGuiContext& g = *GImGui;-    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))-        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);-    if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)-    {-        End();-        return;-    }--    // Display hovered/active status-    ImGuiStackTool* tool = &g.DebugStackTool;-    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;-    const ImGuiID active_id = g.ActiveId;-#ifdef IMGUI_ENABLE_TEST_ENGINE-    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");-#else-    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);-#endif-    SameLine();-    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");--    // CTRL+C to copy path-    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;-    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);-    SameLine();-    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");-    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiKey_ModCtrl) && IsKeyPressed(ImGuiKey_C))-    {-        tool->CopyToClipboardLastTime = (float)g.Time;-        char* p = g.TempBuffer.Data;-        char* p_end = p + g.TempBuffer.Size;-        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)-        {-            *p++ = '/';-            char level_desc[256];-            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));-            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)-            {-                if (level_desc[n] == '/')-                    *p++ = '\\';-                *p++ = level_desc[n];-            }-        }-        *p = '\0';-        SetClipboardText(g.TempBuffer.Data);-    }--    // Display decorated stack-    tool->LastActiveFrame = g.FrameCount;-    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))-    {-        const float id_width = CalcTextSize("0xDDDDDDDD").x;-        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);-        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);-        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);-        TableHeadersRow();-        for (int n = 0; n < tool->Results.Size; n++)-        {-            ImGuiStackLevelInfo* info = &tool->Results[n];-            TableNextColumn();-            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);-            TableNextColumn();-            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);-            TextUnformatted(g.TempBuffer.Data);-            TableNextColumn();-            Text("0x%08X", info->ID);-            if (n == tool->Results.Size - 1)-                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));-        }-        EndTable();-    }-    End();-}--#else--void ImGui::ShowMetricsWindow(bool*) {}-void ImGui::ShowFontAtlas(ImFontAtlas*) {}-void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}-void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}+// dear imgui, v1.89.9+// (main code and documentation)++// Help:+// - Read FAQ at http://dearimgui.com/faq+// - Newcomers, read 'Programmer guide' below 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.com/faq+// - Homepage              https://github.com/ocornut/imgui+// - Releases & changelog  https://github.com/ocornut/imgui/releases+// - Gallery               https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!)+// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)+// - Getting Started       https://github.com/ocornut/imgui/wiki/Getting-Started+// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary+// - Issues & support      https://github.com/ocornut/imgui/issues+// - Tests & Automation    https://github.com/ocornut/imgui_test_engine++// Getting Started?+// - Read https://github.com/ocornut/imgui/wiki/Getting-Started+// - For first-time users having issues compiling/linking/running/loading fonts:+//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.++// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.+// See LICENSE.txt for copyright and licensing details (standard MIT License).+// This library is free but needs your support to sustain development and maintenance.+// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts.+// PLEASE reach out at contact AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors+// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.++// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.+// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without+// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't+// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you+// to a better solution or official support for them.++/*++Index of this file:++DOCUMENTATION++- MISSION STATEMENT+- CONTROLS GUIDE+- PROGRAMMER GUIDE+  - READ FIRST+  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI+  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE+  - HOW A SIMPLE APPLICATION MAY LOOK LIKE+  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE+- API BREAKING CHANGES (read me when you update!)+- FREQUENTLY ASKED QUESTIONS (FAQ)+  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)++CODE+(search for "[SECTION]" in the code to find them)++// [SECTION] INCLUDES+// [SECTION] FORWARD DECLARATIONS+// [SECTION] CONTEXT AND MEMORY ALLOCATORS+// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)+// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)+// [SECTION] MISC HELPERS/UTILITIES (File functions)+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)+// [SECTION] MISC HELPERS/UTILITIES (Color functions)+// [SECTION] ImGuiStorage+// [SECTION] ImGuiTextFilter+// [SECTION] ImGuiTextBuffer, ImGuiTextIndex+// [SECTION] ImGuiListClipper+// [SECTION] STYLING+// [SECTION] RENDER HELPERS+// [SECTION] INITIALIZATION, SHUTDOWN+// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)+// [SECTION] INPUTS+// [SECTION] ERROR CHECKING+// [SECTION] LAYOUT+// [SECTION] SCROLLING+// [SECTION] TOOLTIPS+// [SECTION] POPUPS+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION+// [SECTION] DRAG AND DROP+// [SECTION] LOGGING/CAPTURING+// [SECTION] SETTINGS+// [SECTION] LOCALIZATION+// [SECTION] VIEWPORTS, PLATFORM WINDOWS+// [SECTION] PLATFORM DEPENDENT HELPERS+// [SECTION] METRICS/DEBUGGER WINDOW+// [SECTION] DEBUG LOG WINDOW+// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)++*/++//-----------------------------------------------------------------------------+// DOCUMENTATION+//-----------------------------------------------------------------------------++/*++ MISSION STATEMENT+ =================++ - Easy to use to create code-driven and data-driven tools.+ - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.+ - Easy to hack and improve.+ - Minimize setup and maintenance.+ - Minimize state storage on user side.+ - Minimize state synchronization.+ - Portable, minimize dependencies, run on target (consoles, phones, etc.).+ - Efficient runtime and memory consumption.++ Designed primarily for developers and content-creators, not the typical end-user!+ Some of the current weaknesses (which we aim to address in the future) includes:++ - Doesn't look fancy.+ - Limited layout features, intricate layouts are typically crafted in code.+++ CONTROLS GUIDE+ ==============++ - MOUSE CONTROLS+   - Mouse wheel:                   Scroll vertically.+   - SHIFT+Mouse wheel:             Scroll horizontally.+   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().+   - Click ^, Double-Click title:   Collapse window.+   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).+   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).+   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).++ - TEXT EDITOR+   - Hold SHIFT or Drag Mouse:      Select text.+   - CTRL+Left/Right:               Word jump.+   - CTRL+Shift+Left/Right:         Select words.+   - CTRL+A or Double-Click:        Select All.+   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.+   - CTRL+Z, CTRL+Y:                Undo, Redo.+   - ESCAPE:                        Revert text to its original value.+   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.++ - KEYBOARD CONTROLS+   - Basic:+     - Tab, SHIFT+Tab               Cycle through text editable fields.+     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.+     - CTRL+Click                   Input text into a Slider or Drag widget.+   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:+     - Tab, SHIFT+Tab:              Cycle through every items.+     - Arrow keys                   Move through items using directional navigation. Tweak value.+     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).+     - Enter                        Activate item (prefer text input when possible).+     - Space                        Activate item (prefer tweaking with arrows when possible).+     - Escape                       Deactivate item, leave child window, close popup.+     - Page Up, Page Down           Previous page, next page.+     - Home, End                    Scroll to top, scroll to bottom.+     - Alt                          Toggle between scrolling layer and menu layer.+     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.+   - Output when ImGuiConfigFlags_NavEnableKeyboard set,+     - io.WantCaptureKeyboard flag is set when keyboard is claimed.+     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.+     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).++ - GAMEPAD CONTROLS+   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.+   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!+   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets+   - Backend support: backend needs to:+      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.+      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.+        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).+      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!+   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,+     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.++ - REMOTE INPUTS SHARING & MOUSE EMULATION+   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.+   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)+     in order to share your PC mouse/keyboard.+   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.+   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.+     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.+     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.+     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.+     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)+     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want+     to set a boolean to ignore your other external mouse positions until the external source is moved again.)+++ PROGRAMMER GUIDE+ ================++ READ FIRST+ ----------+ - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)+ - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone!+   The UI can be highly dynamic, there are no construction or destruction steps, less superfluous+   data retention on your side, less state duplication, less state synchronization, fewer bugs.+ - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.+   Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version.+ - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.+ - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).+   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.+ - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.+   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,+   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.+ - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.+ - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).+   If you get an assert, read the messages and comments around the assert.+ - This codebase aims to be highly optimized:+   - A typical idle frame should never call malloc/free.+   - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible.+   - We put particular energy in making sure performances are decent with typical "Debug" build settings as well.+     Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all.+ - This codebase aims to be both highly opinionated and highly flexible:+   - This code works because of the things it choose to solve or not solve.+   - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers,+     and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now).+     This is to increase compatibility, increase maintainability and facilitate use from other languages.+   - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.+     See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.+     We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally.+   - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction+     (so don't use ImVector in your code or at our own risk!).+   - Building: We don't use nor mandate a build system for the main library.+     This is in an effort to ensure that it works in the real world aka with any esoteric build setup.+     This is also because providing a build system for the main library would be of little-value.+     The build problems are almost never coming from the main library but from specific backends.+++ HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI+ ----------------------------------------------+ - Update submodule or copy/overwrite every file.+ - About imconfig.h:+   - You may modify your copy of imconfig.h, in this case don't overwrite it.+   - or you may locally branch to modify imconfig.h and merge/rebase latest.+   - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to+     specify a custom path for your imconfig.h file and instead not have to modify the default one.++ - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)+ - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".+ - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.+ - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.+   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed+   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will+   likely be a comment about it. Please report any issue to the GitHub page!+ - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.+ - Try to keep your copy of Dear ImGui reasonably up to date!+++ GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE+ ---------------------------------------------------------------+ - See https://github.com/ocornut/imgui/wiki/Getting-Started.+ - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.+ - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.+ - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.+   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).+ - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.+ - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.+ - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.+   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"+   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().+ - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.+ - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.+++ HOW A SIMPLE APPLICATION MAY LOOK LIKE+ --------------------------------------+ EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).+ The sub-folders in examples/ contain examples applications following this structure.++     // Application init: create a dear imgui context, setup some options, load fonts+     ImGui::CreateContext();+     ImGuiIO& io = ImGui::GetIO();+     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.+     // TODO: Fill optional fields of the io structure later.+     // TODO: Load TTF/OTF fonts if you don't want to use the default font.++     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)+     ImGui_ImplWin32_Init(hwnd);+     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);++     // Application main loop+     while (true)+     {+         // Feed inputs to dear imgui, start new frame+         ImGui_ImplDX11_NewFrame();+         ImGui_ImplWin32_NewFrame();+         ImGui::NewFrame();++         // Any application code here+         ImGui::Text("Hello, world!");++         // Render dear imgui into screen+         ImGui::Render();+         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());+         g_pSwapChain->Present(1, 0);+     }++     // Shutdown+     ImGui_ImplDX11_Shutdown();+     ImGui_ImplWin32_Shutdown();+     ImGui::DestroyContext();++ EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE++     // Application init: create a dear imgui context, setup some options, load fonts+     ImGui::CreateContext();+     ImGuiIO& io = ImGui::GetIO();+     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.+     // TODO: Fill optional fields of the io structure later.+     // TODO: Load TTF/OTF fonts if you don't want to use the default font.++     // Build and load the texture atlas into a texture+     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)+     int width, height;+     unsigned char* pixels = nullptr;+     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);++     // At this point you've got the texture data and you need to upload that to your graphic system:+     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.+     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.+     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)+     io.Fonts->SetTexID((void*)texture);++     // Application main loop+     while (true)+     {+        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.+        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)+        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)+        io.DisplaySize.x = 1920.0f;             // set the current display width+        io.DisplaySize.y = 1280.0f;             // set the current display height here+        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position+        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states+        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states++        // Call NewFrame(), after this point you can use ImGui::* functions anytime+        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)+        ImGui::NewFrame();++        // Most of your application code here+        ImGui::Text("Hello, world!");+        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();+        MyGameRender(); // may use any Dear ImGui functions as well!++        // Render dear imgui, swap buffers+        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)+        ImGui::EndFrame();+        ImGui::Render();+        ImDrawData* draw_data = ImGui::GetDrawData();+        MyImGuiRenderFunction(draw_data);+        SwapBuffers();+     }++     // Shutdown+     ImGui::DestroyContext();++ To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,+ you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!+ Please read the FAQ and example applications for details about this!+++ HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE+ ---------------------------------------------+ The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.++    void MyImGuiRenderFunction(ImDrawData* draw_data)+    {+       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled+       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.+       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize+       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize+       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.+       ImVec2 clip_off = draw_data->DisplayPos;+       for (int n = 0; n < draw_data->CmdListsCount; n++)+       {+          const ImDrawList* cmd_list = draw_data->CmdLists[n];+          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui+          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui+          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)+          {+             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];+             if (pcmd->UserCallback)+             {+                 pcmd->UserCallback(cmd_list, pcmd);+             }+             else+             {+                 // Project scissor/clipping rectangles into framebuffer space+                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);+                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);+                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)+                     continue;++                 // We are using scissoring to clip some objects. All low-level graphics API should support it.+                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches+                 //   (some elements visible outside their bounds) but you can fix that once everything else works!+                 // - Clipping coordinates are provided in imgui coordinates space:+                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size+                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.+                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),+                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.+                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)+                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);++                 // The texture for the draw call is specified by pcmd->GetTexID().+                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.+                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());++                 // Render 'pcmd->ElemCount/3' indexed triangles.+                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.+                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);+             }+          }+       }+    }+++ API BREAKING CHANGES+ ====================++ Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.+ Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.+ When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.+ You can read releases logs https://github.com/ocornut/imgui/releases for more details.++ - 2023/08/25 (1.89.9) - Clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry!+ - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector<ImDrawList*>. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878)+ - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15).+ - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete).+ - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior.+ - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610)+ - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage.+ - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3.+ - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:+                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)+                           - ListBoxFooter()  -> use EndListBox()+ - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().+ - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().+ - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:+                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp+                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite+                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()+                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()+ - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).+ - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.+ - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.+                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,+                         it has been frequently requested by people to use our own. We had an opt-in define which was+                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)+                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"+                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"+ - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.+ - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.+ - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.+ - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).+                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl+                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift+                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt+                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super+                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.+                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.+                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.+ - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.+                         this will require uses of legacy backend-dependent indices to be casted, e.g.+                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);+                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')+                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!+ - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);+ - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):+                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.+                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.+                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)+ - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.+                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.+                         - previously this would make the window content size ~200x200:+                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();+                         - instead, please submit an item:+                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();+                         - alternative:+                              Begin(...) + Dummy(ImVec2(200,200)) + End();+                         - content size is now only extended when submitting an item!+                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.+                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.+ - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).+                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.+                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));+                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.+                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.+                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));+                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.+                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.+ - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).+                        - Official backends from 1.87+                  -> no issue.+                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!+                        - Custom backends not writing to io.NavInputs[] -> no issue.+                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!+                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].+ - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).+ - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.+ - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.+ - 2022/01/20 (1.87) - inputs: reworded gamepad IO.+                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.+ - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).+ - 2022/01/17 (1.87) - inputs: reworked mouse IO.+                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()+                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()+                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()+                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]+                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.+                       read https://github.com/ocornut/imgui/issues/4921 for details.+ - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.+                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)+                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)+                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).+                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*+                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.+                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.+ - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.+ - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.+ - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)+                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()+                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x+                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());+                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect+                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex+ - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings+ - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.+ - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.+ - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):+                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()+                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder+ - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().+                        - if you are using official backends from the source tree: you have nothing to do.+                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().+ - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.+                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft+                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight+                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.+                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.+                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":+                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)+                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)+                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)+                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.+                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.+                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.+                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).+ - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):+                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()+ - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.+ - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.+ - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.+ - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.+ - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).+                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).+                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).+ - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.+                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.+                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.+ - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):+                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().+                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg+                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback+                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData+ - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).+ - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!+ - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.+ - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures+ - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.+ - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):+                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend+                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)+                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)+                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT+                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT+                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):+                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.+                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.+ - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).+ - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).+ - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.+ - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.+ - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.+ - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!+ - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().+                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).+                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:+                       - if you omitted the 'power' parameter (likely!), you are not affected.+                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.+                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.+                       see https://github.com/ocornut/imgui/issues/3361 for all details.+                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.+                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.+                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.+ - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.+ - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]+ - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.+ - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().+ - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.+ - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.+ - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.+ - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):+                       - ShowTestWindow()                    -> use ShowDemoWindow()+                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)+                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)+                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)+                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()+                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg+                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding+                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap+                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS+ - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.+ - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).+ - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.+ - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.+ - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.+ - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):+                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed+                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)+                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()+                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)+                       - ImFont::Glyph                       -> use ImFontGlyph+ - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.+                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.+                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).+                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.+ - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).+ - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).+ - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.+ - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have+                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.+                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.+                       Please reach out if you are affected.+ - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).+ - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).+ - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.+ - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).+ - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).+ - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).+ - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!+ - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).+ - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!+ - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).+ - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.+ - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.+ - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.+ - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).+ - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.+                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.+ - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)+ - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.+                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.+                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.+ - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).+ - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).+ - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).+ - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.+ - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.+ - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.+ - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).+ - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).+                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.+                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.+                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.+ - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.+ - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.+ - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.+                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.+                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.+                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.+ - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",+                       consistent with other functions. Kept redirection functions (will obsolete).+ - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.+ - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).+ - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.+ - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.+ - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.+ - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.+ - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.+ - 2018/02/07 (1.60) - reorganized context handling to be more explicit,+                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.+                       - removed Shutdown() function, as DestroyContext() serve this purpose.+                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.+                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.+                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.+ - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.+ - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).+ - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).+ - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.+ - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.+ - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).+ - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags+ - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.+ - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.+ - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).+ - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).+                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).+ - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).+ - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).+ - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.+ - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.+                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.+ - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.+ - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.+ - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.+ - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);+ - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.+ - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.+ - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.+                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.+                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)+                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)+                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]+ - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!+ - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).+ - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).+ - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).+ - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".+ - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!+                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).+                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).+ - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.+ - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.+ - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.+ - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.+ - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).+ - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).+ - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().+ - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.+                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.+                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'+ - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse+ - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.+ - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.+ - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().+ - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.+ - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.+ - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.+ - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.+                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.+                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:+                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }+                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.+ - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().+ - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.+ - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).+ - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.+ - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).+ - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)+ - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).+ - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.+ - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.+ - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.+ - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.+ - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.+                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.+                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!+ - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize+ - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.+ - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason+ - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.+                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.+ - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.+                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(+                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.+                     - the signature of the io.RenderDrawListsFn handler has changed!+                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)+                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).+                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'+                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.+                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.+                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.+                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!+                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!+ - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.+ - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).+ - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.+ - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence+ - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!+ - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).+ - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).+ - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.+ - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.+ - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).+ - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.+ - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API+ - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.+ - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.+ - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.+ - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing+ - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.+ - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)+ - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.+ - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.+ - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.+ - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior+ - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()+ - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)+ - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.+ - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.+ - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.+                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];+                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);+                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.+ - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()+ - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)+ - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets+ - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)+ - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)+ - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility+ - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()+ - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)+ - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)+ - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()+ - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn+ - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)+ - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite+ - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes+++ FREQUENTLY ASKED QUESTIONS (FAQ)+ ================================++ Read all answers online:+   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)+ Read all answers locally (with a text editor or ideally a Markdown viewer):+   docs/FAQ.md+ Some answers are copied down here to facilitate searching in code.++ Q&A: Basics+ ===========++ Q: Where is the documentation?+ A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.+    - Run the examples/ applications and explore them.+    - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide.+    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.+    - The demo covers most features of Dear ImGui, so you can read the code and see its output.+    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.+    - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the+      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.+    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.+    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.+    - Your programming IDE is your friend, find the type or function declaration to find comments+      associated with it.++ Q: What is this library called?+ Q: Which version should I get?+ >> This library is called "Dear ImGui", please don't call it "ImGui" :)+ >> See https://www.dearimgui.com/faq for details.++ Q&A: Integration+ ================++ Q: How to get started?+ A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.++ Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?+ A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!+ >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.++ Q. How can I enable keyboard or gamepad controls?+ Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display)+ Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...+ Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...+ Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...+ >> See https://www.dearimgui.com/faq++ Q&A: Usage+ ----------++ Q: About the ID Stack system..+   - Why is my widget not reacting when I click on it?+   - How can I have widgets with an empty label?+   - How can I have multiple widgets with the same label?+   - How can I have multiple windows with the same label?+ Q: How can I display an image? What is ImTextureID, how does it work?+ Q: How can I use my own math types instead of ImVec2?+ Q: How can I interact with standard C++ types (such as std::string and std::vector)?+ Q: How can I display custom shapes? (using low-level ImDrawList API)+ >> See https://www.dearimgui.com/faq++ Q&A: Fonts, Text+ ================++ Q: How should I handle DPI in my application?+ Q: How can I load a different font than the default?+ Q: How can I easily use icons in my application?+ Q: How can I load multiple fonts?+ Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?+ >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md++ Q&A: Concerns+ =============++ Q: Who uses Dear ImGui?+ Q: Can you create elaborate/serious tools with Dear ImGui?+ Q: Can you reskin the look of Dear ImGui?+ Q: Why using C++ (as opposed to C)?+ >> See https://www.dearimgui.com/faq++ Q&A: Community+ ==============++ Q: How can I help?+ A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!+      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.+      This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project.+      Also see https://github.com/ocornut/imgui/wiki/Sponsors+    - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine.+    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help!+    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.+      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.+      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.+    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).++*/++//-------------------------------------------------------------------------+// [SECTION] INCLUDES+//-------------------------------------------------------------------------++#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)+#define _CRT_SECURE_NO_WARNINGS+#endif++#ifndef IMGUI_DEFINE_MATH_OPERATORS+#define IMGUI_DEFINE_MATH_OPERATORS+#endif++#include "imgui.h"+#ifndef IMGUI_DISABLE+#include "imgui_internal.h"++// System includes+#include <stdio.h>      // vsnprintf, sscanf, printf+#include <stdint.h>     // intptr_t++// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled+#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)+#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS+#endif++// [Windows] OS specific includes (optional)+#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)+#define IMGUI_DISABLE_WIN32_FUNCTIONS+#endif+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)+#ifndef WIN32_LEAN_AND_MEAN+#define WIN32_LEAN_AND_MEAN+#endif+#ifndef NOMINMAX+#define NOMINMAX+#endif+#ifndef __MINGW32__+#include <Windows.h>        // _wfopen, OpenClipboard+#else+#include <windows.h>+#endif+#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions+#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS+#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS+#endif+#endif++// [Apple] OS specific includes+#if defined(__APPLE__)+#include <TargetConditionals.h>+#endif++// Visual Studio warnings+#ifdef _MSC_VER+#pragma warning (disable: 4127)             // condition expression is constant+#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen+#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+#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).+#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).+#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).+#endif++// Clang/GCC warnings with -Weverything+#if defined(__clang__)+#if __has_warning("-Wunknown-warning-option")+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!+#endif+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'+#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.+#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.+#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.+#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.+#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.+#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness+#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0+#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision+#elif defined(__GNUC__)+// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.+#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind+#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size+#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'+#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function+#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value+#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked+#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false+#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++// Debug options+#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL+#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window++// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.+static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in+static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear++// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)+static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().+static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.+static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.++// Tooltip offset+static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10);            // Multiplied by g.Style.MouseCursorScale++//-------------------------------------------------------------------------+// [SECTION] FORWARD DECLARATIONS+//-------------------------------------------------------------------------++static void             SetCurrentWindow(ImGuiWindow* window);+static void             FindHoveredWindow();+static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);+static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);++static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);++// Settings+static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);+static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);+static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);+static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);+static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);++// Platform Dependents default implementation for IO functions+static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);+static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);+static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);++namespace ImGui+{+// Navigation+static void             NavUpdate();+static void             NavUpdateWindowing();+static void             NavUpdateWindowingOverlay();+static void             NavUpdateCancelRequest();+static void             NavUpdateCreateMoveRequest();+static void             NavUpdateCreateTabbingRequest();+static float            NavUpdatePageUpPageDown();+static inline void      NavUpdateAnyRequestFlag();+static void             NavUpdateCreateWrappingRequest();+static void             NavEndFrame();+static bool             NavScoreItem(ImGuiNavItemData* result);+static void             NavApplyItemToResult(ImGuiNavItemData* result);+static void             NavProcessItem();+static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);+static ImVec2           NavCalcPreferredRefPos();+static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);+static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);+static void             NavRestoreLayer(ImGuiNavLayer layer);+static void             NavRestoreHighlightAfterMove();+static int              FindWindowFocusIndex(ImGuiWindow* window);++// Error Checking and Debug Tools+static void             ErrorCheckNewFrameSanityChecks();+static void             ErrorCheckEndFrameSanityChecks();+static void             UpdateDebugToolItemPicker();+static void             UpdateDebugToolStackQueries();++// Inputs+static void             UpdateKeyboardInputs();+static void             UpdateMouseInputs();+static void             UpdateMouseWheel();+static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);++// Misc+static void             UpdateSettings();+static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);+static void             RenderWindowOuterBorders(ImGuiWindow* window);+static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);+static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);+static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);+static void             RenderDimmedBackgrounds();++// Viewports+static void             UpdateViewportsNewFrame();++}++//-----------------------------------------------------------------------------+// [SECTION] CONTEXT AND MEMORY ALLOCATORS+//-----------------------------------------------------------------------------++// 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.+// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).+// - 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.+// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).++// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.+// - ImGui::CreateContext() will automatically set this pointer if it is NULL.+//   Change to a different context by calling ImGui::SetCurrentContext().+// - Important: Dear ImGui functions are not thread-safe because of this pointer.+//   If you want thread-safety to allow N threads to access N different contexts:+//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:+//         struct ImGuiContext;+//         extern thread_local ImGuiContext* MyImGuiTLS;+//         #define GImGui MyImGuiTLS+//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.+//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586+//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.+// - DLL users: read comments above.+#ifndef GImGui+ImGuiContext*   GImGui = NULL;+#endif++// Memory Allocator functions. Use SetAllocatorFunctions() to change them.+// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.+// - DLL users: read comments above.+#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS+static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }+static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }+#else+static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }+static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }+#endif+static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;+static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;+static void*                GImAllocatorUserData = NULL;++//-----------------------------------------------------------------------------+// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)+//-----------------------------------------------------------------------------++ImGuiStyle::ImGuiStyle()+{+    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.+    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.+    WindowPadding           = ImVec2(8,8);      // Padding within a window+    WindowRounding          = 0.0f;             // 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.+    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.+    WindowMinSize           = ImVec2(32,32);    // Minimum window size+    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text+    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.+    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows+    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.+    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows+    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.+    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)+    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).+    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.+    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines+    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)+    CellPadding             = ImVec2(4,2);      // Padding within a table cell. CellPadding.y may be altered between different rows.+    TouchExtraPadding       = ImVec2(0,0);      // 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!+    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).+    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).+    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar+    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar+    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar+    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.+    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.+    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.+    TabBorderSize           = 0.0f;             // Thickness of border around tabs.+    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.+    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.+    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.+    SelectableTextAlign     = ImVec2(0.0f,0.0f);// 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.+    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()+    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).+    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.+    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.+    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.+    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.+    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.+    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).+    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).+    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.+    CircleTessellationMaxError = 0.30f;         // 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.++    // Behaviors+    HoverStationaryDelay    = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.+    HoverDelayShort         = 0.15f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.+    HoverDelayNormal        = 0.40f;            // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "+    HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort;    // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.+    HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.++    // Default theme+    ImGui::StyleColorsDark(this);+}++// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.+// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.+void ImGuiStyle::ScaleAllSizes(float scale_factor)+{+    WindowPadding = ImFloor(WindowPadding * scale_factor);+    WindowRounding = ImFloor(WindowRounding * scale_factor);+    WindowMinSize = ImFloor(WindowMinSize * scale_factor);+    ChildRounding = ImFloor(ChildRounding * scale_factor);+    PopupRounding = ImFloor(PopupRounding * scale_factor);+    FramePadding = ImFloor(FramePadding * scale_factor);+    FrameRounding = ImFloor(FrameRounding * scale_factor);+    ItemSpacing = ImFloor(ItemSpacing * scale_factor);+    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);+    CellPadding = ImFloor(CellPadding * scale_factor);+    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);+    IndentSpacing = ImFloor(IndentSpacing * scale_factor);+    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);+    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);+    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);+    GrabMinSize = ImFloor(GrabMinSize * scale_factor);+    GrabRounding = ImFloor(GrabRounding * scale_factor);+    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);+    TabRounding = ImFloor(TabRounding * scale_factor);+    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;+    SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);+    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);+    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);+    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);+}++ImGuiIO::ImGuiIO()+{+    // Most fields are initialized with zero+    memset(this, 0, sizeof(*this));+    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);++    // Settings+    ConfigFlags = ImGuiConfigFlags_None;+    BackendFlags = ImGuiBackendFlags_None;+    DisplaySize = ImVec2(-1.0f, -1.0f);+    DeltaTime = 1.0f / 60.0f;+    IniSavingRate = 5.0f;+    IniFilename = "imgui.ini"; // Important: "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).+    LogFilename = "imgui_log.txt";+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    for (int i = 0; i < ImGuiKey_COUNT; i++)+        KeyMap[i] = -1;+#endif+    UserData = NULL;++    Fonts = NULL;+    FontGlobalScale = 1.0f;+    FontDefault = NULL;+    FontAllowUserScaling = false;+    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);++    MouseDoubleClickTime = 0.30f;+    MouseDoubleClickMaxDist = 6.0f;+    MouseDragThreshold = 6.0f;+    KeyRepeatDelay = 0.275f;+    KeyRepeatRate = 0.050f;++    // Miscellaneous options+    MouseDrawCursor = false;+#ifdef __APPLE__+    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag+#else+    ConfigMacOSXBehaviors = false;+#endif+    ConfigInputTrickleEventQueue = true;+    ConfigInputTextCursorBlink = true;+    ConfigInputTextEnterKeepActive = false;+    ConfigDragClickToInputText = false;+    ConfigWindowsResizeFromEdges = true;+    ConfigWindowsMoveFromTitleBarOnly = false;+    ConfigMemoryCompactTimer = 60.0f;+    ConfigDebugBeginReturnValueOnce = false;+    ConfigDebugBeginReturnValueLoop = false;++    // Platform Functions+    // Note: Initialize() will setup default clipboard/ime handlers.+    BackendPlatformName = BackendRendererName = NULL;+    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;+    PlatformLocaleDecimalPoint = '.';++    // Input (NB: we already have memset zero the entire structure!)+    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);+    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);+    MouseSource = ImGuiMouseSource_Mouse;+    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;+    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }+    AppAcceptingEvents = true;+    BackendUsingLegacyKeyArrays = (ImS8)-1;+    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong+}++// Pass in translated ASCII characters for text input.+// - with glfw you can get those from the callback set in glfwSetCharCallback()+// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message+// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API+void ImGuiIO::AddInputCharacter(unsigned int c)+{+    IM_ASSERT(Ctx != NULL);+    ImGuiContext& g = *Ctx;+    if (c == 0 || !AppAcceptingEvents)+        return;++    ImGuiInputEvent e;+    e.Type = ImGuiInputEventType_Text;+    e.Source = ImGuiInputSource_Keyboard;+    e.EventId = g.InputEventsNextEventId++;+    e.Text.Char = c;+    g.InputEventsQueue.push_back(e);+}++// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so+// we should save the high surrogate.+void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)+{+    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)+        return;++    if ((c & 0xFC00) == 0xD800) // High surrogate, must save+    {+        if (InputQueueSurrogate != 0)+            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);+        InputQueueSurrogate = c;+        return;+    }++    ImWchar cp = c;+    if (InputQueueSurrogate != 0)+    {+        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate+        {+            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);+        }+        else+        {+#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF+            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar+#else+            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);+#endif+        }++        InputQueueSurrogate = 0;+    }+    AddInputCharacter((unsigned)cp);+}++void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)+{+    if (!AppAcceptingEvents)+        return;+    while (*utf8_chars != 0)+    {+        unsigned int c = 0;+        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);+        AddInputCharacter(c);+    }+}++// Clear all incoming events.+void ImGuiIO::ClearEventsQueue()+{+    IM_ASSERT(Ctx != NULL);+    ImGuiContext& g = *Ctx;+    g.InputEventsQueue.clear();+}++// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.+void ImGuiIO::ClearInputKeys()+{+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    memset(KeysDown, 0, sizeof(KeysDown));+#endif+    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)+    {+        KeysData[n].Down             = false;+        KeysData[n].DownDuration     = -1.0f;+        KeysData[n].DownDurationPrev = -1.0f;+    }+    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;+    KeyMods = ImGuiMod_None;+    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);+    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)+    {+        MouseDown[n] = false;+        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;+    }+    MouseWheel = MouseWheelH = 0.0f;+    InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters().+}++// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue.+// Current frame character buffer is now also cleared by ClearInputKeys().+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+void ImGuiIO::ClearInputCharacters()+{+    InputQueueCharacters.resize(0);+}+#endif++static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)+{+    ImGuiContext& g = *ctx;+    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)+    {+        ImGuiInputEvent* e = &g.InputEventsQueue[n];+        if (e->Type != type)+            continue;+        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)+            continue;+        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)+            continue;+        return e;+    }+    return NULL;+}++// Queue a new key down/up event.+// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)+// - bool down:          Is the key down? use false to signify a key release.+// - float analog_value: 0.0f..1.0f+// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.+// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.+void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)+{+    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }+    IM_ASSERT(Ctx != NULL);+    if (key == ImGuiKey_None || !AppAcceptingEvents)+        return;+    ImGuiContext& g = *Ctx;+    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.+    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.+    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)++    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");+    if (BackendUsingLegacyKeyArrays == -1)+        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)+            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");+    BackendUsingLegacyKeyArrays = 0;+#endif+    if (ImGui::IsGamepadKey(key))+        BackendUsingLegacyNavInputArray = false;++    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)+    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);+    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);+    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;+    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;+    if (latest_key_down == down && latest_key_analog == analog_value)+        return;++    // Add event+    ImGuiInputEvent e;+    e.Type = ImGuiInputEventType_Key;+    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;+    e.EventId = g.InputEventsNextEventId++;+    e.Key.Key = key;+    e.Key.Down = down;+    e.Key.AnalogValue = analog_value;+    g.InputEventsQueue.push_back(e);+}++void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)+{+    if (!AppAcceptingEvents)+        return;+    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);+}++// [Optional] Call after AddKeyEvent().+// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.+// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.+void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)+{+    if (key == ImGuiKey_None)+        return;+    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512+    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511+    IM_UNUSED(native_keycode);  // Yet unused+    IM_UNUSED(native_scancode); // Yet unused++    // Build native->imgui map so old user code can still call key functions with native 0..511 values.+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;+    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))+        return;+    KeyMap[legacy_key] = key;+    KeyMap[key] = legacy_key;+#else+    IM_UNUSED(key);+    IM_UNUSED(native_legacy_index);+#endif+}++// 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.+void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)+{+    AppAcceptingEvents = accepting_events;+}++// Queue a mouse move event+void ImGuiIO::AddMousePosEvent(float x, float y)+{+    IM_ASSERT(Ctx != NULL);+    ImGuiContext& g = *Ctx;+    if (!AppAcceptingEvents)+        return;++    // Apply same flooring as UpdateMouseInputs()+    ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);++    // Filter duplicate+    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);+    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;+    if (latest_pos.x == pos.x && latest_pos.y == pos.y)+        return;++    ImGuiInputEvent e;+    e.Type = ImGuiInputEventType_MousePos;+    e.Source = ImGuiInputSource_Mouse;+    e.EventId = g.InputEventsNextEventId++;+    e.MousePos.PosX = pos.x;+    e.MousePos.PosY = pos.y;+    e.MousePos.MouseSource = g.InputEventsNextMouseSource;+    g.InputEventsQueue.push_back(e);+}++void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)+{+    IM_ASSERT(Ctx != NULL);+    ImGuiContext& g = *Ctx;+    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);+    if (!AppAcceptingEvents)+        return;++    // Filter duplicate+    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);+    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];+    if (latest_button_down == down)+        return;++    ImGuiInputEvent e;+    e.Type = ImGuiInputEventType_MouseButton;+    e.Source = ImGuiInputSource_Mouse;+    e.EventId = g.InputEventsNextEventId++;+    e.MouseButton.Button = mouse_button;+    e.MouseButton.Down = down;+    e.MouseButton.MouseSource = g.InputEventsNextMouseSource;+    g.InputEventsQueue.push_back(e);+}++// Queue a mouse wheel event (some mouse/API may only have a Y component)+void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)+{+    IM_ASSERT(Ctx != NULL);+    ImGuiContext& g = *Ctx;++    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)+    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))+        return;++    ImGuiInputEvent e;+    e.Type = ImGuiInputEventType_MouseWheel;+    e.Source = ImGuiInputSource_Mouse;+    e.EventId = g.InputEventsNextEventId++;+    e.MouseWheel.WheelX = wheel_x;+    e.MouseWheel.WheelY = wheel_y;+    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;+    g.InputEventsQueue.push_back(e);+}++// This is not a real event, the data is latched in order to be stored in actual Mouse events.+// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.+void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)+{+    IM_ASSERT(Ctx != NULL);+    ImGuiContext& g = *Ctx;+    g.InputEventsNextMouseSource = source;+}++void ImGuiIO::AddFocusEvent(bool focused)+{+    IM_ASSERT(Ctx != NULL);+    ImGuiContext& g = *Ctx;++    // Filter duplicate+    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);+    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;+    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))+        return;++    ImGuiInputEvent e;+    e.Type = ImGuiInputEventType_Focus;+    e.EventId = g.InputEventsNextEventId++;+    e.AppFocused.Focused = focused;+    g.InputEventsQueue.push_back(e);+}++//-----------------------------------------------------------------------------+// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)+//-----------------------------------------------------------------------------++ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)+{+    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()+    ImVec2 p_last = p1;+    ImVec2 p_closest;+    float p_closest_dist2 = FLT_MAX;+    float t_step = 1.0f / (float)num_segments;+    for (int i_step = 1; i_step <= num_segments; i_step++)+    {+        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);+        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);+        float dist2 = ImLengthSqr(p - p_line);+        if (dist2 < p_closest_dist2)+        {+            p_closest = p_line;+            p_closest_dist2 = dist2;+        }+        p_last = p_current;+    }+    return p_closest;+}++// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp+static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)+{+    float dx = x4 - x1;+    float dy = y4 - y1;+    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);+    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);+    d2 = (d2 >= 0) ? d2 : -d2;+    d3 = (d3 >= 0) ? d3 : -d3;+    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))+    {+        ImVec2 p_current(x4, y4);+        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);+        float dist2 = ImLengthSqr(p - p_line);+        if (dist2 < p_closest_dist2)+        {+            p_closest = p_line;+            p_closest_dist2 = dist2;+        }+        p_last = p_current;+    }+    else if (level < 10)+    {+        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;+        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;+        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;+        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;+        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;+        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;+        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);+        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);+    }+}++// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol+// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.+ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)+{+    IM_ASSERT(tess_tol > 0.0f);+    ImVec2 p_last = p1;+    ImVec2 p_closest;+    float p_closest_dist2 = FLT_MAX;+    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);+    return p_closest;+}++ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)+{+    ImVec2 ap = p - a;+    ImVec2 ab_dir = b - a;+    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;+    if (dot < 0.0f)+        return a;+    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;+    if (dot > ab_len_sqr)+        return b;+    return a + ab_dir * dot / ab_len_sqr;+}++bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)+{+    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;+    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;+    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;+    return ((b1 == b2) && (b2 == b3));+}++void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)+{+    ImVec2 v0 = b - a;+    ImVec2 v1 = c - a;+    ImVec2 v2 = p - a;+    const float denom = v0.x * v1.y - v1.x * v0.y;+    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;+    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;+    out_u = 1.0f - out_v - out_w;+}++ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)+{+    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);+    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);+    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);+    float dist2_ab = ImLengthSqr(p - proj_ab);+    float dist2_bc = ImLengthSqr(p - proj_bc);+    float dist2_ca = ImLengthSqr(p - proj_ca);+    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));+    if (m == dist2_ab)+        return proj_ab;+    if (m == dist2_bc)+        return proj_bc;+    return proj_ca;+}++//-----------------------------------------------------------------------------+// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)+//-----------------------------------------------------------------------------++// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.+int ImStricmp(const char* str1, const char* str2)+{+    int d;+    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }+    return d;+}++int ImStrnicmp(const char* str1, const char* str2, size_t count)+{+    int d = 0;+    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }+    return d;+}++void ImStrncpy(char* dst, const char* src, size_t count)+{+    if (count < 1)+        return;+    if (count > 1)+        strncpy(dst, src, count - 1);+    dst[count - 1] = 0;+}++char* ImStrdup(const char* str)+{+    size_t len = strlen(str);+    void* buf = IM_ALLOC(len + 1);+    return (char*)memcpy(buf, (const void*)str, len + 1);+}++char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)+{+    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;+    size_t src_size = strlen(src) + 1;+    if (dst_buf_size < src_size)+    {+        IM_FREE(dst);+        dst = (char*)IM_ALLOC(src_size);+        if (p_dst_size)+            *p_dst_size = src_size;+    }+    return (char*)memcpy(dst, (const void*)src, src_size);+}++const char* ImStrchrRange(const char* str, const char* str_end, char c)+{+    const char* p = (const char*)memchr(str, (int)c, str_end - str);+    return p;+}++int ImStrlenW(const ImWchar* str)+{+    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit+    int n = 0;+    while (*str++) n++;+    return n;+}++// Find end-of-line. Return pointer will point to either first \n, either str_end.+const char* ImStreolRange(const char* str, const char* str_end)+{+    const char* p = (const char*)memchr(str, '\n', str_end - str);+    return p ? p : str_end;+}++const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line+{+    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')+        buf_mid_line--;+    return buf_mid_line;+}++const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)+{+    if (!needle_end)+        needle_end = needle + strlen(needle);++    const char un0 = (char)ImToUpper(*needle);+    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))+    {+        if (ImToUpper(*haystack) == un0)+        {+            const char* b = needle + 1;+            for (const char* a = haystack + 1; b < needle_end; a++, b++)+                if (ImToUpper(*a) != ImToUpper(*b))+                    break;+            if (b == needle_end)+                return haystack;+        }+        haystack++;+    }+    return NULL;+}++// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.+void ImStrTrimBlanks(char* buf)+{+    char* p = buf;+    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks+        p++;+    char* p_start = p;+    while (*p != 0)                         // Find end of string+        p++;+    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks+        p--;+    if (p_start != buf)                     // Copy memory if we had leading blanks+        memmove(buf, p_start, p - p_start);+    buf[p - p_start] = 0;                   // Zero terminate+}++const char* ImStrSkipBlank(const char* str)+{+    while (str[0] == ' ' || str[0] == '\t')+        str++;+    return str;+}++// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).+// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.+// B) When buf==NULL vsnprintf() will return the output size.+#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS++// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)+// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS+// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are+// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)+#ifdef IMGUI_USE_STB_SPRINTF+#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION+#define STB_SPRINTF_IMPLEMENTATION+#endif+#ifdef IMGUI_STB_SPRINTF_FILENAME+#include IMGUI_STB_SPRINTF_FILENAME+#else+#include "stb_sprintf.h"+#endif+#endif // #ifdef IMGUI_USE_STB_SPRINTF++#if defined(_MSC_VER) && !defined(vsnprintf)+#define vsnprintf _vsnprintf+#endif++int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+#ifdef IMGUI_USE_STB_SPRINTF+    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);+#else+    int w = vsnprintf(buf, buf_size, fmt, args);+#endif+    va_end(args);+    if (buf == NULL)+        return w;+    if (w == -1 || w >= (int)buf_size)+        w = (int)buf_size - 1;+    buf[w] = 0;+    return w;+}++int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)+{+#ifdef IMGUI_USE_STB_SPRINTF+    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);+#else+    int w = vsnprintf(buf, buf_size, fmt, args);+#endif+    if (buf == NULL)+        return w;+    if (w == -1 || w >= (int)buf_size)+        w = (int)buf_size - 1;+    buf[w] = 0;+    return w;+}+#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS++void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)+{+    ImGuiContext& g = *GImGui;+    va_list args;+    va_start(args, fmt);+    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)+    {+        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"+        *out_buf = buf;+        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }+    }+    else+    {+        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);+        *out_buf = g.TempBuffer.Data;+        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }+    }+    va_end(args);+}++void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)+{+    ImGuiContext& g = *GImGui;+    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)+    {+        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"+        *out_buf = buf;+        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }+    }+    else+    {+        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);+        *out_buf = g.TempBuffer.Data;+        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }+    }+}++// CRC32 needs a 1KB lookup table (not cache friendly)+// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:+// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.+static const ImU32 GCrc32LookupTable[256] =+{+    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,+    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,+    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,+    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,+    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,+    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,+    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,+    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,+    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,+    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,+    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,+    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,+    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,+    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,+    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,+    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,+};++// Known size hash+// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.+ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)+{+    ImU32 crc = ~seed;+    const unsigned char* data = (const unsigned char*)data_p;+    const ImU32* crc32_lut = GCrc32LookupTable;+    while (data_size-- != 0)+        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];+    return ~crc;+}++// Zero-terminated string hash, with support for ### to reset back to seed value+// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.+// Because this syntax is rarely used we are optimizing for the common case.+// - If we reach ### in the string we discard the hash so far and reset to the seed.+// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.+ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)+{+    seed = ~seed;+    ImU32 crc = seed;+    const unsigned char* data = (const unsigned char*)data_p;+    const ImU32* crc32_lut = GCrc32LookupTable;+    if (data_size != 0)+    {+        while (data_size-- != 0)+        {+            unsigned char c = *data++;+            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')+                crc = seed;+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];+        }+    }+    else+    {+        while (unsigned char c = *data++)+        {+            if (c == '#' && data[0] == '#' && data[1] == '#')+                crc = seed;+            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];+        }+    }+    return ~crc;+}++//-----------------------------------------------------------------------------+// [SECTION] MISC HELPERS/UTILITIES (File functions)+//-----------------------------------------------------------------------------++// Default file functions+#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS++ImFileHandle ImFileOpen(const char* filename, const char* mode)+{+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)+    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.+    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!+    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);+    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);+    ImVector<wchar_t> buf;+    buf.resize(filename_wsize + mode_wsize);+    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);+    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);+    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);+#else+    return fopen(filename, mode);+#endif+}++// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.+bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }+ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }+ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }+ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }+#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS++// Helper: Load file content into memory+// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()+// This can't really be used with "rt" because fseek size won't match read size.+void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)+{+    IM_ASSERT(filename && mode);+    if (out_file_size)+        *out_file_size = 0;++    ImFileHandle f;+    if ((f = ImFileOpen(filename, mode)) == NULL)+        return NULL;++    size_t file_size = (size_t)ImFileGetSize(f);+    if (file_size == (size_t)-1)+    {+        ImFileClose(f);+        return NULL;+    }++    void* file_data = IM_ALLOC(file_size + padding_bytes);+    if (file_data == NULL)+    {+        ImFileClose(f);+        return NULL;+    }+    if (ImFileRead(file_data, 1, file_size, f) != file_size)+    {+        ImFileClose(f);+        IM_FREE(file_data);+        return NULL;+    }+    if (padding_bytes > 0)+        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);++    ImFileClose(f);+    if (out_file_size)+        *out_file_size = file_size;++    return file_data;+}++//-----------------------------------------------------------------------------+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)+//-----------------------------------------------------------------------------++IM_MSVC_RUNTIME_CHECKS_OFF++// Convert UTF-8 to 32-bit character, process single character input.+// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).+// We handle UTF-8 decoding error by skipping forward.+int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)+{+    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };+    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };+    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };+    static const int shiftc[] = { 0, 18, 12, 6, 0 };+    static const int shifte[] = { 0, 6, 4, 2, 0 };+    int len = lengths[*(const unsigned char*)in_text >> 3];+    int wanted = len + (len ? 0 : 1);++    if (in_text_end == NULL)+        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.++    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,+    // so it is fast even with excessive branching.+    unsigned char s[4];+    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;+    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;+    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;+    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;++    // Assume a four-byte character and load four bytes. Unused bits are shifted out.+    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;+    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;+    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;+    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;+    *out_char >>= shiftc[len];++    // Accumulate the various error conditions.+    int e = 0;+    e  = (*out_char < mins[len]) << 6; // non-canonical encoding+    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?+    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?+    e |= (s[1] & 0xc0) >> 2;+    e |= (s[2] & 0xc0) >> 4;+    e |= (s[3]       ) >> 6;+    e ^= 0x2a; // top two bits of each tail byte correct?+    e >>= shifte[len];++    if (e)+    {+        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.+        // One byte is consumed in case of invalid first byte of in_text.+        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.+        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.+        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);+        *out_char = IM_UNICODE_CODEPOINT_INVALID;+    }++    return wanted;+}++int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)+{+    ImWchar* buf_out = buf;+    ImWchar* buf_end = buf + buf_size;+    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)+    {+        unsigned int c;+        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);+        *buf_out++ = (ImWchar)c;+    }+    *buf_out = 0;+    if (in_text_remaining)+        *in_text_remaining = in_text;+    return (int)(buf_out - buf);+}++int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)+{+    int char_count = 0;+    while ((!in_text_end || in_text < in_text_end) && *in_text)+    {+        unsigned int c;+        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);+        char_count++;+    }+    return char_count;+}++// Based on stb_to_utf8() from github.com/nothings/stb/+static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)+{+    if (c < 0x80)+    {+        buf[0] = (char)c;+        return 1;+    }+    if (c < 0x800)+    {+        if (buf_size < 2) return 0;+        buf[0] = (char)(0xc0 + (c >> 6));+        buf[1] = (char)(0x80 + (c & 0x3f));+        return 2;+    }+    if (c < 0x10000)+    {+        if (buf_size < 3) return 0;+        buf[0] = (char)(0xe0 + (c >> 12));+        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));+        buf[2] = (char)(0x80 + ((c ) & 0x3f));+        return 3;+    }+    if (c <= 0x10FFFF)+    {+        if (buf_size < 4) return 0;+        buf[0] = (char)(0xf0 + (c >> 18));+        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));+        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));+        buf[3] = (char)(0x80 + ((c ) & 0x3f));+        return 4;+    }+    // Invalid code point, the max unicode is 0x10FFFF+    return 0;+}++const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)+{+    int count = ImTextCharToUtf8_inline(out_buf, 5, c);+    out_buf[count] = 0;+    return out_buf;+}++// Not optimal but we very rarely use this function.+int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)+{+    unsigned int unused = 0;+    return ImTextCharFromUtf8(&unused, in_text, in_text_end);+}++static inline int ImTextCountUtf8BytesFromChar(unsigned int c)+{+    if (c < 0x80) return 1;+    if (c < 0x800) return 2;+    if (c < 0x10000) return 3;+    if (c <= 0x10FFFF) return 4;+    return 3;+}++int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)+{+    char* buf_p = out_buf;+    const char* buf_end = out_buf + out_buf_size;+    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)+    {+        unsigned int c = (unsigned int)(*in_text++);+        if (c < 0x80)+            *buf_p++ = (char)c;+        else+            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);+    }+    *buf_p = 0;+    return (int)(buf_p - out_buf);+}++int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)+{+    int bytes_count = 0;+    while ((!in_text_end || in_text < in_text_end) && *in_text)+    {+        unsigned int c = (unsigned int)(*in_text++);+        if (c < 0x80)+            bytes_count++;+        else+            bytes_count += ImTextCountUtf8BytesFromChar(c);+    }+    return bytes_count;+}+IM_MSVC_RUNTIME_CHECKS_RESTORE++//-----------------------------------------------------------------------------+// [SECTION] MISC HELPERS/UTILITIES (Color functions)+// Note: The Convert functions are early design which are not consistent with other API.+//-----------------------------------------------------------------------------++IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)+{+    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;+    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);+    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);+    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);+    return IM_COL32(r, g, b, 0xFF);+}++ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)+{+    float s = 1.0f / 255.0f;+    return ImVec4(+        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,+        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,+        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,+        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);+}++ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)+{+    ImU32 out;+    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;+    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;+    return out;+}++// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592+// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv+void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)+{+    float K = 0.f;+    if (g < b)+    {+        ImSwap(g, b);+        K = -1.f;+    }+    if (r < g)+    {+        ImSwap(r, g);+        K = -2.f / 6.f - K;+    }++    const float chroma = r - (g < b ? g : b);+    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));+    out_s = chroma / (r + 1e-20f);+    out_v = r;+}++// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593+// also http://en.wikipedia.org/wiki/HSL_and_HSV+void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)+{+    if (s == 0.0f)+    {+        // gray+        out_r = out_g = out_b = v;+        return;+    }++    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);+    int   i = (int)h;+    float f = h - (float)i;+    float p = v * (1.0f - s);+    float q = v * (1.0f - s * f);+    float t = v * (1.0f - s * (1.0f - f));++    switch (i)+    {+    case 0: out_r = v; out_g = t; out_b = p; break;+    case 1: out_r = q; out_g = v; out_b = p; break;+    case 2: out_r = p; out_g = v; out_b = t; break;+    case 3: out_r = p; out_g = q; out_b = v; break;+    case 4: out_r = t; out_g = p; out_b = v; break;+    case 5: default: out_r = v; out_g = p; out_b = q; break;+    }+}++//-----------------------------------------------------------------------------+// [SECTION] ImGuiStorage+// Helper: Key->value storage+//-----------------------------------------------------------------------------++// std::lower_bound but without the bullshit+static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)+{+    ImGuiStorage::ImGuiStoragePair* first = data.Data;+    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;+    size_t count = (size_t)(last - first);+    while (count > 0)+    {+        size_t count2 = count >> 1;+        ImGuiStorage::ImGuiStoragePair* mid = first + count2;+        if (mid->key < key)+        {+            first = ++mid;+            count -= count2 + 1;+        }+        else+        {+            count = count2;+        }+    }+    return first;+}++// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.+void ImGuiStorage::BuildSortByKey()+{+    struct StaticFunc+    {+        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)+        {+            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.+            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;+            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;+            return 0;+        }+    };+    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);+}++int ImGuiStorage::GetInt(ImGuiID key, int default_val) const+{+    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);+    if (it == Data.end() || it->key != key)+        return default_val;+    return it->val_i;+}++bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const+{+    return GetInt(key, default_val ? 1 : 0) != 0;+}++float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const+{+    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);+    if (it == Data.end() || it->key != key)+        return default_val;+    return it->val_f;+}++void* ImGuiStorage::GetVoidPtr(ImGuiID key) const+{+    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);+    if (it == Data.end() || it->key != key)+        return NULL;+    return it->val_p;+}++// 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.+int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)+{+    ImGuiStoragePair* it = LowerBound(Data, key);+    if (it == Data.end() || it->key != key)+        it = Data.insert(it, ImGuiStoragePair(key, default_val));+    return &it->val_i;+}++bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)+{+    return (bool*)GetIntRef(key, default_val ? 1 : 0);+}++float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)+{+    ImGuiStoragePair* it = LowerBound(Data, key);+    if (it == Data.end() || it->key != key)+        it = Data.insert(it, ImGuiStoragePair(key, default_val));+    return &it->val_f;+}++void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)+{+    ImGuiStoragePair* it = LowerBound(Data, key);+    if (it == Data.end() || it->key != key)+        it = Data.insert(it, ImGuiStoragePair(key, default_val));+    return &it->val_p;+}++// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)+void ImGuiStorage::SetInt(ImGuiID key, int val)+{+    ImGuiStoragePair* it = LowerBound(Data, key);+    if (it == Data.end() || it->key != key)+    {+        Data.insert(it, ImGuiStoragePair(key, val));+        return;+    }+    it->val_i = val;+}++void ImGuiStorage::SetBool(ImGuiID key, bool val)+{+    SetInt(key, val ? 1 : 0);+}++void ImGuiStorage::SetFloat(ImGuiID key, float val)+{+    ImGuiStoragePair* it = LowerBound(Data, key);+    if (it == Data.end() || it->key != key)+    {+        Data.insert(it, ImGuiStoragePair(key, val));+        return;+    }+    it->val_f = val;+}++void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)+{+    ImGuiStoragePair* it = LowerBound(Data, key);+    if (it == Data.end() || it->key != key)+    {+        Data.insert(it, ImGuiStoragePair(key, val));+        return;+    }+    it->val_p = val;+}++void ImGuiStorage::SetAllInt(int v)+{+    for (int i = 0; i < Data.Size; i++)+        Data[i].val_i = v;+}++//-----------------------------------------------------------------------------+// [SECTION] ImGuiTextFilter+//-----------------------------------------------------------------------------++// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"+ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077+{+    InputBuf[0] = 0;+    CountGrep = 0;+    if (default_filter)+    {+        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));+        Build();+    }+}++bool ImGuiTextFilter::Draw(const char* label, float width)+{+    if (width != 0.0f)+        ImGui::SetNextItemWidth(width);+    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));+    if (value_changed)+        Build();+    return value_changed;+}++void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const+{+    out->resize(0);+    const char* wb = b;+    const char* we = wb;+    while (we < e)+    {+        if (*we == separator)+        {+            out->push_back(ImGuiTextRange(wb, we));+            wb = we + 1;+        }+        we++;+    }+    if (wb != we)+        out->push_back(ImGuiTextRange(wb, we));+}++void ImGuiTextFilter::Build()+{+    Filters.resize(0);+    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));+    input_range.split(',', &Filters);++    CountGrep = 0;+    for (ImGuiTextRange& f : Filters)+    {+        while (f.b < f.e && ImCharIsBlankA(f.b[0]))+            f.b++;+        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))+            f.e--;+        if (f.empty())+            continue;+        if (f.b[0] != '-')+            CountGrep += 1;+    }+}++bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const+{+    if (Filters.empty())+        return true;++    if (text == NULL)+        text = "";++    for (const ImGuiTextRange& f : Filters)+    {+        if (f.empty())+            continue;+        if (f.b[0] == '-')+        {+            // Subtract+            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)+                return false;+        }+        else+        {+            // Grep+            if (ImStristr(text, text_end, f.b, f.e) != NULL)+                return true;+        }+    }++    // Implicit * grep+    if (CountGrep == 0)+        return true;++    return false;+}++//-----------------------------------------------------------------------------+// [SECTION] ImGuiTextBuffer, ImGuiTextIndex+//-----------------------------------------------------------------------------++// On some platform vsnprintf() takes va_list by reference and modifies it.+// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.+#ifndef va_copy+#if defined(__GNUC__) || defined(__clang__)+#define va_copy(dest, src) __builtin_va_copy(dest, src)+#else+#define va_copy(dest, src) (dest = src)+#endif+#endif++char ImGuiTextBuffer::EmptyString[1] = { 0 };++void ImGuiTextBuffer::append(const char* str, const char* str_end)+{+    int len = str_end ? (int)(str_end - str) : (int)strlen(str);++    // Add zero-terminator the first time+    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;+    const int needed_sz = write_off + len;+    if (write_off + len >= Buf.Capacity)+    {+        int new_capacity = Buf.Capacity * 2;+        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);+    }++    Buf.resize(needed_sz);+    memcpy(&Buf[write_off - 1], str, (size_t)len);+    Buf[write_off - 1 + len] = 0;+}++void ImGuiTextBuffer::appendf(const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    appendfv(fmt, args);+    va_end(args);+}++// Helper: Text buffer for logging/accumulating text+void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)+{+    va_list args_copy;+    va_copy(args_copy, args);++    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.+    if (len <= 0)+    {+        va_end(args_copy);+        return;+    }++    // Add zero-terminator the first time+    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;+    const int needed_sz = write_off + len;+    if (write_off + len >= Buf.Capacity)+    {+        int new_capacity = Buf.Capacity * 2;+        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);+    }++    Buf.resize(needed_sz);+    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);+    va_end(args_copy);+}++void ImGuiTextIndex::append(const char* base, int old_size, int new_size)+{+    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);+    if (old_size == new_size)+        return;+    if (EndOffset == 0 || base[EndOffset - 1] == '\n')+        LineOffsets.push_back(EndOffset);+    const char* base_end = base + new_size;+    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )+        if (++p < base_end) // Don't push a trailing offset on last \n+            LineOffsets.push_back((int)(intptr_t)(p - base));+    EndOffset = ImMax(EndOffset, new_size);+}++//-----------------------------------------------------------------------------+// [SECTION] ImGuiListClipper+// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed+// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)+//-----------------------------------------------------------------------------++// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.+// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.+static bool GetSkipItemForListClipping()+{+    ImGuiContext& g = *GImGui;+    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);+}++#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+// Legacy helper to calculate coarse clipping of large list of evenly sized items.+// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.+// Prefer using ImGuiListClipper which can returns non-contiguous ranges.+void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (g.LogEnabled)+    {+        // If logging is active, do not perform any clipping+        *out_items_display_start = 0;+        *out_items_display_end = items_count;+        return;+    }+    if (GetSkipItemForListClipping())+    {+        *out_items_display_start = *out_items_display_end = 0;+        return;+    }++    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect+    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.+    ImRect rect = window->ClipRect;+    if (g.NavMoveScoringItems)+        rect.Add(g.NavScoringNoClipRect);+    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)+        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel++    const ImVec2 pos = window->DC.CursorPos;+    int start = (int)((rect.Min.y - pos.y) / items_height);+    int end = (int)((rect.Max.y - pos.y) / items_height);++    // When performing a navigation request, ensure we have one item extra in the direction we are moving to+    // FIXME: Verify this works with tabbing+    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);+    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)+        start--;+    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)+        end++;++    start = ImClamp(start, 0, items_count);+    end = ImClamp(end + 1, start, items_count);+    *out_items_display_start = start;+    *out_items_display_end = end;+}+#endif++static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)+{+    if (ranges.Size - offset <= 1)+        return;++    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)+    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)+        for (int i = offset; i < sort_end + offset; ++i)+            if (ranges[i].Min > ranges[i + 1].Min)+                ImSwap(ranges[i], ranges[i + 1]);++    // Now fuse ranges together as much as possible.+    for (int i = 1 + offset; i < ranges.Size; i++)+    {+        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);+        if (ranges[i - 1].Max < ranges[i].Min)+            continue;+        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);+        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);+        ranges.erase(ranges.Data + i);+        i--;+    }+}++static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)+{+    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.+    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.+    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    float off_y = pos_y - window->DC.CursorPos.y;+    window->DC.CursorPos.y = pos_y;+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);+    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.+    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.+    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)+        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly+    if (ImGuiTable* table = g.CurrentTable)+    {+        if (table->IsInsideRow)+            ImGui::TableEndRow(table);+        table->RowPosY2 = window->DC.CursorPos.y;+        const int row_increase = (int)((off_y / line_height) + 0.5f);+        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()+        table->RowBgColorCounter += row_increase;+    }+}++static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)+{+    // StartPosY starts from ItemsFrozen hence the subtraction+    // Perform the add and multiply with double to allow seeking through larger ranges+    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;+    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);+    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);+}++ImGuiListClipper::ImGuiListClipper()+{+    memset(this, 0, sizeof(*this));+}++ImGuiListClipper::~ImGuiListClipper()+{+    End();+}++void ImGuiListClipper::Begin(int items_count, float items_height)+{+    if (Ctx == NULL)+        Ctx = ImGui::GetCurrentContext();++    ImGuiContext& g = *Ctx;+    ImGuiWindow* window = g.CurrentWindow;+    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);++    if (ImGuiTable* table = g.CurrentTable)+        if (table->IsInsideRow)+            ImGui::TableEndRow(table);++    StartPosY = window->DC.CursorPos.y;+    ItemsHeight = items_height;+    ItemsCount = items_count;+    DisplayStart = -1;+    DisplayEnd = 0;++    // Acquire temporary buffer+    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)+        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());+    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];+    data->Reset(this);+    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;+    TempData = data;+}++void ImGuiListClipper::End()+{+    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)+    {+        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.+        ImGuiContext& g = *Ctx;+        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);+        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)+            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);++        // Restore temporary buffer and fix back pointers which may be invalidated when nesting+        IM_ASSERT(data->ListClipper == this);+        data->StepNo = data->Ranges.Size;+        if (--g.ClipperTempDataStacked > 0)+        {+            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];+            data->ListClipper->TempData = data;+        }+        TempData = NULL;+    }+    ItemsCount = -1;+}++void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end)+{+    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;+    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.+    IM_ASSERT(item_begin <= item_end);+    if (item_begin < item_end)+        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));+}++static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)+{+    ImGuiContext& g = *clipper->Ctx;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;+    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");++    ImGuiTable* table = g.CurrentTable;+    if (table && table->IsInsideRow)+        ImGui::TableEndRow(table);++    // No items+    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())+        return false;++    // While we are in frozen row state, keep displaying items one by one, unclipped+    // FIXME: Could be stored as a table-agnostic state.+    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)+    {+        clipper->DisplayStart = data->ItemsFrozen;+        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);+        if (clipper->DisplayStart < clipper->DisplayEnd)+            data->ItemsFrozen++;+        return true;+    }++    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)+    bool calc_clipping = false;+    if (data->StepNo == 0)+    {+        clipper->StartPosY = window->DC.CursorPos.y;+        if (clipper->ItemsHeight <= 0.0f)+        {+            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)+            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));+            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);+            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);+            data->StepNo = 1;+            return true;+        }+        calc_clipping = true;   // If on the first step with known item height, calculate clipping.+    }++    // Step 1: Let the clipper infer height from first range+    if (clipper->ItemsHeight <= 0.0f)+    {+        IM_ASSERT(data->StepNo == 1);+        if (table)+            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);++        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);+        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);+        if (affected_by_floating_point_precision)+            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.++        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");+        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.+    }++    // Step 0 or 1: Calculate the actual ranges of visible elements.+    const int already_submitted = clipper->DisplayEnd;+    if (calc_clipping)+    {+        if (g.LogEnabled)+        {+            // If logging is active, do not perform any clipping+            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));+        }+        else+        {+            // Add range selected to be included for navigation+            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);+            if (is_nav_request)+                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));+            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1)+                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));++            // Add focused/active item+            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);+            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)+                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));++            // Add visible range+            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;+            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;+            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));+        }++        // Convert position ranges to item index ranges+        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.+        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,+        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.+        for (ImGuiListClipperRange& range : data->Ranges)+            if (range.PosToIndexConvert)+            {+                int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);+                int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);+                range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);+                range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount);+                range.PosToIndexConvert = false;+            }+        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);+    }++    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.+    while (data->StepNo < data->Ranges.Size)+    {+        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);+        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);+        if (clipper->DisplayStart > already_submitted) //-V1051+            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);+        data->StepNo++;+        if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size)+            continue;+        return true;+    }++    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),+    // Advance the cursor to the end of the list and then returns 'false' to end the loop.+    if (clipper->ItemsCount < INT_MAX)+        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);++    return false;+}++bool ImGuiListClipper::Step()+{+    ImGuiContext& g = *Ctx;+    bool need_items_height = (ItemsHeight <= 0.0f);+    bool ret = ImGuiListClipper_StepInternal(this);+    if (ret && (DisplayStart == DisplayEnd))+        ret = false;+    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)+        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");+    if (need_items_height && ItemsHeight > 0.0f)+        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);+    if (ret)+    {+        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);+    }+    else+    {+        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");+        End();+    }+    return ret;+}++//-----------------------------------------------------------------------------+// [SECTION] STYLING+//-----------------------------------------------------------------------------++ImGuiStyle& ImGui::GetStyle()+{+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");+    return GImGui->Style;+}++ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)+{+    ImGuiStyle& style = GImGui->Style;+    ImVec4 c = style.Colors[idx];+    c.w *= style.Alpha * alpha_mul;+    return ColorConvertFloat4ToU32(c);+}++ImU32 ImGui::GetColorU32(const ImVec4& col)+{+    ImGuiStyle& style = GImGui->Style;+    ImVec4 c = col;+    c.w *= style.Alpha;+    return ColorConvertFloat4ToU32(c);+}++const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)+{+    ImGuiStyle& style = GImGui->Style;+    return style.Colors[idx];+}++ImU32 ImGui::GetColorU32(ImU32 col)+{+    ImGuiStyle& style = GImGui->Style;+    if (style.Alpha >= 1.0f)+        return col;+    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;+    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.+    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);+}++// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32+void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)+{+    ImGuiContext& g = *GImGui;+    ImGuiColorMod backup;+    backup.Col = idx;+    backup.BackupValue = g.Style.Colors[idx];+    g.ColorStack.push_back(backup);+    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);+}++void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)+{+    ImGuiContext& g = *GImGui;+    ImGuiColorMod backup;+    backup.Col = idx;+    backup.BackupValue = g.Style.Colors[idx];+    g.ColorStack.push_back(backup);+    g.Style.Colors[idx] = col;+}++void ImGui::PopStyleColor(int count)+{+    ImGuiContext& g = *GImGui;+    if (g.ColorStack.Size < count)+    {+        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");+        count = g.ColorStack.Size;+    }+    while (count > 0)+    {+        ImGuiColorMod& backup = g.ColorStack.back();+        g.Style.Colors[backup.Col] = backup.BackupValue;+        g.ColorStack.pop_back();+        count--;+    }+}++static const ImGuiDataVarInfo GStyleVarInfo[] =+{+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign+    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign+    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding+};++const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)+{+    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);+    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);+    return &GStyleVarInfo[idx];+}++void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)+{+    ImGuiContext& g = *GImGui;+    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);+    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)+    {+        float* pvar = (float*)var_info->GetVarPtr(&g.Style);+        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));+        *pvar = val;+        return;+    }+    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");+}++void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)+{+    ImGuiContext& g = *GImGui;+    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);+    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)+    {+        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);+        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));+        *pvar = val;+        return;+    }+    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");+}++void ImGui::PopStyleVar(int count)+{+    ImGuiContext& g = *GImGui;+    if (g.StyleVarStack.Size < count)+    {+        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");+        count = g.StyleVarStack.Size;+    }+    while (count > 0)+    {+        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.+        ImGuiStyleMod& backup = g.StyleVarStack.back();+        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);+        void* data = info->GetVarPtr(&g.Style);+        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }+        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }+        g.StyleVarStack.pop_back();+        count--;+    }+}++const char* ImGui::GetStyleColorName(ImGuiCol idx)+{+    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";+    switch (idx)+    {+    case ImGuiCol_Text: return "Text";+    case ImGuiCol_TextDisabled: return "TextDisabled";+    case ImGuiCol_WindowBg: return "WindowBg";+    case ImGuiCol_ChildBg: return "ChildBg";+    case ImGuiCol_PopupBg: return "PopupBg";+    case ImGuiCol_Border: return "Border";+    case ImGuiCol_BorderShadow: return "BorderShadow";+    case ImGuiCol_FrameBg: return "FrameBg";+    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";+    case ImGuiCol_FrameBgActive: return "FrameBgActive";+    case ImGuiCol_TitleBg: return "TitleBg";+    case ImGuiCol_TitleBgActive: return "TitleBgActive";+    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";+    case ImGuiCol_MenuBarBg: return "MenuBarBg";+    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";+    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";+    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";+    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";+    case ImGuiCol_CheckMark: return "CheckMark";+    case ImGuiCol_SliderGrab: return "SliderGrab";+    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";+    case ImGuiCol_Button: return "Button";+    case ImGuiCol_ButtonHovered: return "ButtonHovered";+    case ImGuiCol_ButtonActive: return "ButtonActive";+    case ImGuiCol_Header: return "Header";+    case ImGuiCol_HeaderHovered: return "HeaderHovered";+    case ImGuiCol_HeaderActive: return "HeaderActive";+    case ImGuiCol_Separator: return "Separator";+    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";+    case ImGuiCol_SeparatorActive: return "SeparatorActive";+    case ImGuiCol_ResizeGrip: return "ResizeGrip";+    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";+    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";+    case ImGuiCol_Tab: return "Tab";+    case ImGuiCol_TabHovered: return "TabHovered";+    case ImGuiCol_TabActive: return "TabActive";+    case ImGuiCol_TabUnfocused: return "TabUnfocused";+    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";+    case ImGuiCol_PlotLines: return "PlotLines";+    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";+    case ImGuiCol_PlotHistogram: return "PlotHistogram";+    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";+    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";+    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";+    case ImGuiCol_TableBorderLight: return "TableBorderLight";+    case ImGuiCol_TableRowBg: return "TableRowBg";+    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";+    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";+    case ImGuiCol_DragDropTarget: return "DragDropTarget";+    case ImGuiCol_NavHighlight: return "NavHighlight";+    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";+    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";+    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";+    }+    IM_ASSERT(0);+    return "Unknown";+}+++//-----------------------------------------------------------------------------+// [SECTION] RENDER HELPERS+// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,+// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.+// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.+//-----------------------------------------------------------------------------++const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)+{+    const char* text_display_end = text;+    if (!text_end)+        text_end = (const char*)-1;++    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))+        text_display_end++;+    return text_display_end;+}++// Internal ImGui functions to render text+// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()+void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    // Hide anything after a '##' string+    const char* text_display_end;+    if (hide_text_after_hash)+    {+        text_display_end = FindRenderedTextEnd(text, text_end);+    }+    else+    {+        if (!text_end)+            text_end = text + strlen(text); // FIXME-OPT+        text_display_end = text_end;+    }++    if (text != text_display_end)+    {+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);+        if (g.LogEnabled)+            LogRenderedText(&pos, text, text_display_end);+    }+}++void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    if (!text_end)+        text_end = text + strlen(text); // FIXME-OPT++    if (text != text_end)+    {+        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);+        if (g.LogEnabled)+            LogRenderedText(&pos, text, text_end);+    }+}++// Default clip_rect uses (pos_min,pos_max)+// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)+// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.+// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take+// better advantage of the render function taking size into account for coarse clipping.+void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)+{+    // Perform CPU side clipping for single clipped element to avoid using scissor state+    ImVec2 pos = pos_min;+    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);++    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;+    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;+    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);+    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min+        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);++    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.+    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);+    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);++    // Render+    if (need_clipping)+    {+        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);+        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);+    }+    else+    {+        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);+    }+}++void ImGui::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, const ImRect* clip_rect)+{+    // Hide anything after a '##' string+    const char* text_display_end = FindRenderedTextEnd(text, text_end);+    const int text_len = (int)(text_display_end - text);+    if (text_len == 0)+        return;++    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);+    if (g.LogEnabled)+        LogRenderedText(&pos_min, text, text_display_end);+}++// Another overly complex function until we reorganize everything into a nice all-in-one helper.+// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.+// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.+void ImGui::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_full, const ImVec2* text_size_if_known)+{+    ImGuiContext& g = *GImGui;+    if (text_end_full == NULL)+        text_end_full = FindRenderedTextEnd(text);+    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);++    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));+    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));+    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));+    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.+    if (text_size.x > pos_max.x - pos_min.x)+    {+        // Hello wo...+        // |       |   |+        // min   max   ellipsis_max+        //          <-> this is generally some padding value++        const ImFont* font = draw_list->_Data->Font;+        const float font_size = draw_list->_Data->FontSize;+        const float font_scale = font_size / font->FontSize;+        const char* text_end_ellipsis = NULL;+        const float ellipsis_width = font->EllipsisWidth * font_scale;++        // We can now claim the space between pos_max.x and ellipsis_max.x+        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);+        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;+        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)+        {+            // Always display at least 1 character if there's no room for character + ellipsis+            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);+            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;+        }+        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))+        {+            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)+            text_end_ellipsis--;+            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte+        }++        // Render text, render ellipsis+        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));+        ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));+        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)+            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)+                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);+    }+    else+    {+        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));+    }++    if (g.LogEnabled)+        LogRenderedText(&pos_min, text, text_end_full);+}++// Render a rectangle shaped with optional rounding and borders+void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);+    const float border_size = g.Style.FrameBorderSize;+    if (border && border_size > 0.0f)+    {+        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);+        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);+    }+}++void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    const float border_size = g.Style.FrameBorderSize;+    if (border_size > 0.0f)+    {+        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);+        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);+    }+}++void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)+{+    ImGuiContext& g = *GImGui;+    if (id != g.NavId)+        return;+    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))+        return;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->DC.NavHideHighlightOneFrame)+        return;++    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;+    ImRect display_rect = bb;+    display_rect.ClipWith(window->ClipRect);+    if (flags & ImGuiNavHighlightFlags_TypeDefault)+    {+        const float THICKNESS = 2.0f;+        const float DISTANCE = 3.0f + THICKNESS * 0.5f;+        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));+        bool fully_visible = window->ClipRect.Contains(display_rect);+        if (!fully_visible)+            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);+        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);+        if (!fully_visible)+            window->DrawList->PopClipRect();+    }+    if (flags & ImGuiNavHighlightFlags_TypeThin)+    {+        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);+    }+}++void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);+    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;+    for (ImGuiViewportP* viewport : g.Viewports)+    {+        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.+        ImVec2 offset, size, uv[4];+        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))+            continue;+        const ImVec2 pos = base_pos - offset;+        const float scale = base_scale;+        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))+            continue;+        ImDrawList* draw_list = GetForegroundDrawList(viewport);+        ImTextureID tex_id = font_atlas->TexID;+        draw_list->PushTextureID(tex_id);+        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);+        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);+        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);+        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);+        draw_list->PopTextureID();+    }+}++//-----------------------------------------------------------------------------+// [SECTION] INITIALIZATION, SHUTDOWN+//-----------------------------------------------------------------------------++// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself+// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module+ImGuiContext* ImGui::GetCurrentContext()+{+    return GImGui;+}++void ImGui::SetCurrentContext(ImGuiContext* ctx)+{+#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC+    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.+#else+    GImGui = ctx;+#endif+}++void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)+{+    GImAllocatorAllocFunc = alloc_func;+    GImAllocatorFreeFunc = free_func;+    GImAllocatorUserData = user_data;+}++// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)+void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)+{+    *p_alloc_func = GImAllocatorAllocFunc;+    *p_free_func = GImAllocatorFreeFunc;+    *p_user_data = GImAllocatorUserData;+}++ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)+{+    ImGuiContext* prev_ctx = GetCurrentContext();+    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);+    SetCurrentContext(ctx);+    Initialize();+    if (prev_ctx != NULL)+        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.+    return ctx;+}++void ImGui::DestroyContext(ImGuiContext* ctx)+{+    ImGuiContext* prev_ctx = GetCurrentContext();+    if (ctx == NULL) //-V1051+        ctx = prev_ctx;+    SetCurrentContext(ctx);+    Shutdown();+    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);+    IM_DELETE(ctx);+}++// IMPORTANT: ###xxx suffixes must be same in ALL languages+static const ImGuiLocEntry GLocalizationEntriesEnUS[] =+{+    { ImGuiLocKey_VersionStr,           "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" },+    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },+    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },+    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },+    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },+    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },+    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },+    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },+};++void ImGui::Initialize()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);++    // Add .ini handle for ImGuiWindow and ImGuiTable types+    {+        ImGuiSettingsHandler ini_handler;+        ini_handler.TypeName = "Window";+        ini_handler.TypeHash = ImHashStr("Window");+        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;+        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;+        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;+        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;+        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;+        AddSettingsHandler(&ini_handler);+    }+    TableSettingsAddSettingsHandler();++    // Setup default localization table+    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));++    // Setup default platform clipboard/IME handlers.+    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations+    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;+    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)+    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;++    // Create default viewport+    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();+    g.Viewports.push_back(viewport);+    g.TempBuffer.resize(1024 * 3 + 1, 0);++#ifdef IMGUI_HAS_DOCK+#endif++    g.Initialized = true;+}++// This function is merely here to free heap allocations.+void ImGui::Shutdown()+{+    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)+    ImGuiContext& g = *GImGui;+    if (g.IO.Fonts && g.FontAtlasOwnedByContext)+    {+        g.IO.Fonts->Locked = false;+        IM_DELETE(g.IO.Fonts);+    }+    g.IO.Fonts = NULL;+    g.DrawListSharedData.TempBuffer.clear();++    // Cleanup of other data are conditional on actually having initialized Dear ImGui.+    if (!g.Initialized)+        return;++    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)+    if (g.SettingsLoaded && g.IO.IniFilename != NULL)+        SaveIniSettingsToDisk(g.IO.IniFilename);++    CallContextHooks(&g, ImGuiContextHookType_Shutdown);++    // Clear everything else+    g.Windows.clear_delete();+    g.WindowsFocusOrder.clear();+    g.WindowsTempSortBuffer.clear();+    g.CurrentWindow = NULL;+    g.CurrentWindowStack.clear();+    g.WindowsById.Clear();+    g.NavWindow = NULL;+    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;+    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;+    g.MovingWindow = NULL;++    g.KeysRoutingTable.Clear();++    g.ColorStack.clear();+    g.StyleVarStack.clear();+    g.FontStack.clear();+    g.OpenPopupStack.clear();+    g.BeginPopupStack.clear();+    g.NavTreeNodeStack.clear();++    g.Viewports.clear_delete();++    g.TabBars.Clear();+    g.CurrentTabBarStack.clear();+    g.ShrinkWidthBuffer.clear();++    g.ClipperTempData.clear_destruct();++    g.Tables.Clear();+    g.TablesTempData.clear_destruct();+    g.DrawChannelsTempMergeBuffer.clear();++    g.ClipboardHandlerData.clear();+    g.MenusIdSubmittedThisFrame.clear();+    g.InputTextState.ClearFreeMemory();+    g.InputTextDeactivatedState.ClearFreeMemory();++    g.SettingsWindows.clear();+    g.SettingsHandlers.clear();++    if (g.LogFile)+    {+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS+        if (g.LogFile != stdout)+#endif+            ImFileClose(g.LogFile);+        g.LogFile = NULL;+    }+    g.LogBuffer.clear();+    g.DebugLogBuf.clear();+    g.DebugLogIndex.clear();++    g.Initialized = false;+}++// No specific ordering/dependency support, will see as needed+ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)+{+    ImGuiContext& g = *ctx;+    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);+    g.Hooks.push_back(*hook);+    g.Hooks.back().HookId = ++g.HookIdNext;+    return g.HookIdNext;+}++// Deferred removal, avoiding issue with changing vector while iterating it+void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)+{+    ImGuiContext& g = *ctx;+    IM_ASSERT(hook_id != 0);+    for (ImGuiContextHook& hook : g.Hooks)+        if (hook.HookId == hook_id)+            hook.Type = ImGuiContextHookType_PendingRemoval_;+}++// Call context hooks (used by e.g. test engine)+// We assume a small number of hooks so all stored in same array+void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)+{+    ImGuiContext& g = *ctx;+    for (ImGuiContextHook& hook : g.Hooks)+        if (hook.Type == hook_type)+            hook.Callback(&g, &hook);+}+++//-----------------------------------------------------------------------------+// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)+//-----------------------------------------------------------------------------++// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods+ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)+{+    memset(this, 0, sizeof(*this));+    Ctx = ctx;+    Name = ImStrdup(name);+    NameBufLen = (int)strlen(name) + 1;+    ID = ImHashStr(name);+    IDStack.push_back(ID);+    MoveId = GetID("#MOVE");+    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);+    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);+    AutoFitFramesX = AutoFitFramesY = -1;+    AutoPosLastDirection = ImGuiDir_None;+    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0;+    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);+    LastFrameActive = -1;+    LastTimeActive = -1.0f;+    FontWindowScale = 1.0f;+    SettingsOffset = -1;+    DrawList = &DrawListInst;+    DrawList->_Data = &Ctx->DrawListSharedData;+    DrawList->_OwnerName = Name;+    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);+}++ImGuiWindow::~ImGuiWindow()+{+    IM_ASSERT(DrawList == &DrawListInst);+    IM_DELETE(Name);+    ColumnsStorage.clear_destruct();+}++ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)+{+    ImGuiID seed = IDStack.back();+    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);+    ImGuiContext& g = *Ctx;+    if (g.DebugHookIdInfo == id)+        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);+    return id;+}++ImGuiID ImGuiWindow::GetID(const void* ptr)+{+    ImGuiID seed = IDStack.back();+    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);+    ImGuiContext& g = *Ctx;+    if (g.DebugHookIdInfo == id)+        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);+    return id;+}++ImGuiID ImGuiWindow::GetID(int n)+{+    ImGuiID seed = IDStack.back();+    ImGuiID id = ImHashData(&n, sizeof(n), seed);+    ImGuiContext& g = *Ctx;+    if (g.DebugHookIdInfo == id)+        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);+    return id;+}++// This is only used in rare/specific situations to manufacture an ID out of nowhere.+ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)+{+    ImGuiID seed = IDStack.back();+    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);+    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);+    return id;+}++static void SetCurrentWindow(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    g.CurrentWindow = window;+    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;+    if (window)+    {+        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();+        ImGui::NavUpdateCurrentWindowIsScrollPushableX();+    }+}++void ImGui::GcCompactTransientMiscBuffers()+{+    ImGuiContext& g = *GImGui;+    g.ItemFlagsStack.clear();+    g.GroupStack.clear();+    TableGcCompactSettings();+}++// Free up/compact internal window buffers, we can use this when a window becomes unused.+// Not freed:+// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)+// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.+void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)+{+    window->MemoryCompacted = true;+    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;+    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;+    window->IDStack.clear();+    window->DrawList->_ClearFreeMemory();+    window->DC.ChildWindows.clear();+    window->DC.ItemWidthStack.clear();+    window->DC.TextWrapPosStack.clear();+}++void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)+{+    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.+    // The other buffers tends to amortize much faster.+    window->MemoryCompacted = false;+    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);+    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);+    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;+}++void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;++    // Clear previous active id+    if (g.ActiveId != 0)+    {+        // While most behaved code would make an effort to not steal active id during window move/drag operations,+        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch+        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.+        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)+        {+            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");+            g.MovingWindow = NULL;+        }++        // This could be written in a more general way (e.g associate a hook to ActiveId),+        // but since this is currently quite an exception we'll leave it as is.+        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()+        if (g.InputTextState.ID == g.ActiveId)+            InputTextDeactivateHook(g.ActiveId);+    }++    // Set active id+    g.ActiveIdIsJustActivated = (g.ActiveId != id);+    if (g.ActiveIdIsJustActivated)+    {+        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");+        g.ActiveIdTimer = 0.0f;+        g.ActiveIdHasBeenPressedBefore = false;+        g.ActiveIdHasBeenEditedBefore = false;+        g.ActiveIdMouseButton = -1;+        if (id != 0)+        {+            g.LastActiveId = id;+            g.LastActiveIdTimer = 0.0f;+        }+    }+    g.ActiveId = id;+    g.ActiveIdAllowOverlap = false;+    g.ActiveIdNoClearOnFocusLoss = false;+    g.ActiveIdWindow = window;+    g.ActiveIdHasBeenEditedThisFrame = false;+    if (id)+    {+        g.ActiveIdIsAlive = id;+        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;+        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);+    }++    // Clear declaration of inputs claimed by the widget+    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)+    g.ActiveIdUsingNavDirMask = 0x00;+    g.ActiveIdUsingAllKeyboardKeys = false;+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    g.ActiveIdUsingNavInputMask = 0x00;+#endif+}++void ImGui::ClearActiveID()+{+    SetActiveID(0, NULL); // g.ActiveId = 0;+}++void ImGui::SetHoveredID(ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    g.HoveredId = id;+    g.HoveredIdAllowOverlap = false;+    if (id != 0 && g.HoveredIdPreviousFrame != id)+        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;+}++ImGuiID ImGui::GetHoveredID()+{+    ImGuiContext& g = *GImGui;+    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;+}++// This is called by ItemAdd().+// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().+void ImGui::KeepAliveID(ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    if (g.ActiveId == id)+        g.ActiveIdIsAlive = id;+    if (g.ActiveIdPreviousFrame == id)+        g.ActiveIdPreviousFrameIsAlive = true;+}++void ImGui::MarkItemEdited(ImGuiID id)+{+    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().+    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.+    ImGuiContext& g = *GImGui;+    if (g.LockMarkEdited > 0)+        return;+    if (g.ActiveId == id || g.ActiveId == 0)+    {+        g.ActiveIdHasBeenEditedThisFrame = true;+        g.ActiveIdHasBeenEditedBefore = true;+    }++    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)+    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)+    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);++    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);+    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;+}++bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)+{+    // An active popup disable hovering on other windows (apart from its own children)+    // FIXME-OPT: This could be cached/stored within the window.+    ImGuiContext& g = *GImGui;+    if (g.NavWindow)+        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow)+            if (focused_root_window->WasActive && focused_root_window != window->RootWindow)+            {+                // For the purpose of those flags we differentiate "standard popup" from "modal popup"+                // NB: The 'else' is important because Modal windows are also Popups.+                bool want_inhibit = false;+                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)+                    want_inhibit = true;+                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))+                    want_inhibit = true;++                // Inhibit hover unless the window is within the stack of our modal/popup+                if (want_inhibit)+                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))+                        return false;+            }+    return true;+}++static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags)+{+    ImGuiContext& g = *GImGui;+    if (flags & ImGuiHoveredFlags_DelayShort)+        return g.Style.HoverDelayShort;+    if (flags & ImGuiHoveredFlags_DelayNormal)+        return g.Style.HoverDelayNormal;+    return 0.0f;+}++// This is roughly matching the behavior of internal-facing ItemHoverable()+// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()+// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId+bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!");++    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))+    {+        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))+            return false;+        if (!IsItemFocused())+            return false;++        if (flags & ImGuiHoveredFlags_ForTooltip)+            flags |= g.Style.HoverFlagsForTooltipNav;+    }+    else+    {+        // Test for bounding box overlap, as updated as ItemAdd()+        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;+        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))+            return false;++        if (flags & ImGuiHoveredFlags_ForTooltip)+            flags |= g.Style.HoverFlagsForTooltipMouse;++        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0);   // Flags not supported by this function++        // Done with rectangle culling so we can perform heavier checks now+        // Test if we are hovering the right window (our window could be behind another window)+        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)+        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable+        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was+        // the test that has been running for a long while.+        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)+            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0)+                return false;++        // Test if another item is active (e.g. being dragged)+        const ImGuiID id = g.LastItemData.ID;+        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)+            if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)+                return false;++        // Test if interactions on this window are blocked by an active popup or modal.+        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.+        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))+            return false;++        // Test if the item is disabled+        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))+            return false;++        // Special handling for calling after Begin() which represent the title bar or tab.+        // When the window is skipped/collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.+        if (id == window->MoveId && window->WriteAccessed)+            return false;++        // Test if using AllowOverlap and overlapped+        if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0)+            if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0)+                if (g.HoveredIdPreviousFrame != g.LastItemData.ID)+                    return false;+    }++    // Handle hover delay+    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)+    const float delay = CalcDelayFromHoveredFlags(flags);+    if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary))+    {+        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);+        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id))+            g.HoverItemDelayTimer = 0.0f;+        g.HoverItemDelayId = hover_delay_id;++        // When changing hovered item we requires a bit of stationary delay before activating hover timer,+        // but once unlocked on a given item we also moving.+        //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); }+        if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id)+            return false;++        if (g.HoverItemDelayTimer < delay)+            return false;+    }++    return true;+}++// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().+// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call)+// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28.+// If you used this in your legacy/custom widgets code:+// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'.+// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable.+bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (g.HoveredWindow != window)+        return false;+    if (!IsMouseHoveringRect(bb.Min, bb.Max))+        return false;++    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)+        return false;+    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)+        return false;++    // Done with rectangle culling so we can perform heavier checks now.+    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))+    {+        g.HoveredIdDisabled = true;+        return false;+    }++    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level+    // hover test in widgets code. We could also decide to split this function is two.+    if (id != 0)+    {+        // Drag source doesn't report as hovered+        if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))+            return false;++        SetHoveredID(id);++        // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match.+        // This allows using patterns where a later submitted widget overlaps a previous one. Generally perceived as a front-to-back hit-test.+        if (item_flags & ImGuiItemFlags_AllowOverlap)+        {+            g.HoveredIdAllowOverlap = true;+            if (g.HoveredIdPreviousFrame != id)+                return false;+        }+    }++    // When disabled we'll return false but still set HoveredId+    if (item_flags & ImGuiItemFlags_Disabled)+    {+        // Release active id if turning disabled+        if (g.ActiveId == id && id != 0)+            ClearActiveID();+        g.HoveredIdDisabled = true;+        return false;+    }++    if (id != 0)+    {+        // [DEBUG] Item Picker tool!+        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making+        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered+        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.+        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)+            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));+        if (g.DebugItemPickerBreakId == id)+            IM_DEBUG_BREAK();+    }++    if (g.NavDisableMouseHover)+        return false;++    return true;+}++// FIXME: This is inlined/duplicated in ItemAdd()+bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (!bb.Overlaps(window->ClipRect))+        if (id == 0 || (id != g.ActiveId && id != g.NavId))+            if (!g.LogEnabled)+                return true;+    return false;+}++// This is also inlined in ItemAdd()+// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.+void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)+{+    ImGuiContext& g = *GImGui;+    g.LastItemData.ID = item_id;+    g.LastItemData.InFlags = in_flags;+    g.LastItemData.StatusFlags = item_flags;+    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;+}++float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)+{+    if (wrap_pos_x < 0.0f)+        return 0.0f;++    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (wrap_pos_x == 0.0f)+    {+        // We could decide to setup a default wrapping max point for auto-resizing windows,+        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?+        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))+        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);+        //else+        wrap_pos_x = window->WorkRect.Max.x;+    }+    else if (wrap_pos_x > 0.0f)+    {+        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space+    }++    return ImMax(wrap_pos_x - pos.x, 1.0f);+}++// IM_ALLOC() == ImGui::MemAlloc()+void* ImGui::MemAlloc(size_t size)+{+    if (ImGuiContext* ctx = GImGui)+        ctx->IO.MetricsActiveAllocations++;+    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);+}++// IM_FREE() == ImGui::MemFree()+void ImGui::MemFree(void* ptr)+{+    if (ptr)+        if (ImGuiContext* ctx = GImGui)+            ctx->IO.MetricsActiveAllocations--;+    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);+}++const char* ImGui::GetClipboardText()+{+    ImGuiContext& g = *GImGui;+    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";+}++void ImGui::SetClipboardText(const char* text)+{+    ImGuiContext& g = *GImGui;+    if (g.IO.SetClipboardTextFn)+        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);+}++const char* ImGui::GetVersion()+{+    return IMGUI_VERSION;+}++ImGuiIO& ImGui::GetIO()+{+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");+    return GImGui->IO;+}++// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()+ImDrawData* ImGui::GetDrawData()+{+    ImGuiContext& g = *GImGui;+    ImGuiViewportP* viewport = g.Viewports[0];+    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;+}++double ImGui::GetTime()+{+    return GImGui->Time;+}++int ImGui::GetFrameCount()+{+    return GImGui->FrameCount;+}++static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)+{+    // Create the draw list on demand, because they are not frequently used for all viewports+    ImGuiContext& g = *GImGui;+    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists));+    ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no];+    if (draw_list == NULL)+    {+        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);+        draw_list->_OwnerName = drawlist_name;+        viewport->BgFgDrawLists[drawlist_no] = draw_list;+    }++    // Our ImDrawList system requires that there is always a command+    if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount)+    {+        draw_list->_ResetForNewFrame();+        draw_list->PushTextureID(g.IO.Fonts->TexID);+        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);+        viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount;+    }+    return draw_list;+}++ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)+{+    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background");+}++ImDrawList* ImGui::GetBackgroundDrawList()+{+    ImGuiContext& g = *GImGui;+    return GetBackgroundDrawList(g.Viewports[0]);+}++ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)+{+    return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");+}++ImDrawList* ImGui::GetForegroundDrawList()+{+    ImGuiContext& g = *GImGui;+    return GetForegroundDrawList(g.Viewports[0]);+}++ImDrawListSharedData* ImGui::GetDrawListSharedData()+{+    return &GImGui->DrawListSharedData;+}++void ImGui::StartMouseMovingWindow(ImGuiWindow* window)+{+    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.+    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.+    // This is because we want ActiveId to be set even when the window is not permitted to move.+    ImGuiContext& g = *GImGui;+    FocusWindow(window);+    SetActiveID(window->MoveId, window);+    g.NavDisableHighlight = true;+    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;+    g.ActiveIdNoClearOnFocusLoss = true;+    SetActiveIdUsingAllKeyboardKeys();++    bool can_move_window = true;+    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))+        can_move_window = false;+    if (can_move_window)+        g.MovingWindow = window;+}++// Handle mouse moving window+// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()+// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.+// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,+// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.+void ImGui::UpdateMouseMovingWindowNewFrame()+{+    ImGuiContext& g = *GImGui;+    if (g.MovingWindow != NULL)+    {+        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).+        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.+        KeepAliveID(g.ActiveId);+        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow);+        ImGuiWindow* moving_window = g.MovingWindow->RootWindow;+        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))+        {+            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;+            SetWindowPos(moving_window, pos, ImGuiCond_Always);+            FocusWindow(g.MovingWindow);+        }+        else+        {+            g.MovingWindow = NULL;+            ClearActiveID();+        }+    }+    else+    {+        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.+        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)+        {+            KeepAliveID(g.ActiveId);+            if (!g.IO.MouseDown[0])+                ClearActiveID();+        }+    }+}++// Initiate moving window when clicking on empty space or title bar.+// Handle left-click and right-click focus.+void ImGui::UpdateMouseMovingWindowEndFrame()+{+    ImGuiContext& g = *GImGui;+    if (g.ActiveId != 0 || g.HoveredId != 0)+        return;++    // Unless we just made a window/popup appear+    if (g.NavWindow && g.NavWindow->Appearing)+        return;++    // Click on empty space to focus window and start moving+    // (after we're done with all our widgets)+    if (g.IO.MouseClicked[0])+    {+        // Handle the edge case of a popup being closed while clicking in its empty space.+        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.+        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;+        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);++        if (root_window != NULL && !is_closed_popup)+        {+            StartMouseMovingWindow(g.HoveredWindow); //-V595++            // Cancel moving if clicked outside of title bar+            if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar))+                if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))+                    g.MovingWindow = NULL;++            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)+            if (g.HoveredIdDisabled)+                g.MovingWindow = NULL;+        }+        else if (root_window == NULL && g.NavWindow != NULL)+        {+            // Clicking on void disable focus+            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);+        }+    }++    // With right mouse button we close popups without changing focus based on where the mouse is aimed+    // Instead, focus will be restored to the window under the bottom-most closed popup.+    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)+    if (g.IO.MouseClicked[1])+    {+        // Find the top-most window between HoveredWindow and the top-most Modal Window.+        // This is where we can trim the popup stack.+        ImGuiWindow* modal = GetTopMostPopupModal();+        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));+        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);+    }+}++static bool IsWindowActiveAndVisible(ImGuiWindow* window)+{+    return (window->Active) && (!window->Hidden);+}++// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)+void ImGui::UpdateHoveredWindowAndCaptureFlags()+{+    ImGuiContext& g = *GImGui;+    ImGuiIO& io = g.IO;+    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));++    // Find the window hovered by mouse:+    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.+    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.+    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.+    bool clear_hovered_windows = false;+    FindHoveredWindow();++    // Modal windows prevents mouse from hovering behind them.+    ImGuiWindow* modal_window = GetTopMostPopupModal();+    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window))+        clear_hovered_windows = true;++    // Disabled mouse?+    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)+        clear_hovered_windows = true;++    // We track click ownership. When clicked outside of a window the click is owned by the application and+    // won't report hovering nor request capture even while dragging over our windows afterward.+    const bool has_open_popup = (g.OpenPopupStack.Size > 0);+    const bool has_open_modal = (modal_window != NULL);+    int mouse_earliest_down = -1;+    bool mouse_any_down = false;+    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)+    {+        if (io.MouseClicked[i])+        {+            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;+            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;+        }+        mouse_any_down |= io.MouseDown[i];+        if (io.MouseDown[i])+            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])+                mouse_earliest_down = i;+    }+    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];+    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];++    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.+    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)+    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;+    if (!mouse_avail && !mouse_dragging_extern_payload)+        clear_hovered_windows = true;++    if (clear_hovered_windows)+        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;++    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)+    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag+    if (g.WantCaptureMouseNextFrame != -1)+    {+        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);+    }+    else+    {+        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;+        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;+    }++    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)+    if (g.WantCaptureKeyboardNextFrame != -1)+        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);+    else+        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);+    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))+        io.WantCaptureKeyboard = true;++    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible+    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;+}++void ImGui::NewFrame()+{+    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");+    ImGuiContext& g = *GImGui;++    // Remove pending delete hooks before frame start.+    // This deferred removal avoid issues of removal while iterating the hook vector+    for (int n = g.Hooks.Size - 1; n >= 0; n--)+        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)+            g.Hooks.erase(&g.Hooks[n]);++    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);++    // Check and assert for various common IO and Configuration mistakes+    ErrorCheckNewFrameSanityChecks();++    // Load settings on first frame, save settings when modified (after a delay)+    UpdateSettings();++    g.Time += g.IO.DeltaTime;+    g.WithinFrameScope = true;+    g.FrameCount += 1;+    g.TooltipOverrideCount = 0;+    g.WindowsActiveCount = 0;+    g.MenusIdSubmittedThisFrame.resize(0);++    // Calculate frame-rate for the user, as a purely luxurious feature+    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];+    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;+    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);+    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));+    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;++    // Process input queue (trickle as many events as possible), turn events into writes to IO structure+    g.InputEventsTrail.resize(0);+    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);++    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)+    UpdateViewportsNewFrame();++    // Setup current font and draw list shared data+    g.IO.Fonts->Locked = true;+    SetCurrentFont(GetDefaultFont());+    IM_ASSERT(g.Font->IsLoaded());+    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);+    for (ImGuiViewportP* viewport : g.Viewports)+        virtual_space.Add(viewport->GetMainRect());+    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();+    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;+    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);+    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;+    if (g.Style.AntiAliasedLines)+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;+    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;+    if (g.Style.AntiAliasedFill)+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;+    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)+        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;++    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.+    for (ImGuiViewportP* viewport : g.Viewports)+        viewport->DrawDataP.Valid = false;++    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent+    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)+        KeepAliveID(g.DragDropPayload.SourceId);++    // Update HoveredId data+    if (!g.HoveredIdPreviousFrame)+        g.HoveredIdTimer = 0.0f;+    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))+        g.HoveredIdNotActiveTimer = 0.0f;+    if (g.HoveredId)+        g.HoveredIdTimer += g.IO.DeltaTime;+    if (g.HoveredId && g.ActiveId != g.HoveredId)+        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;+    g.HoveredIdPreviousFrame = g.HoveredId;+    g.HoveredId = 0;+    g.HoveredIdAllowOverlap = false;+    g.HoveredIdDisabled = false;++    // Clear ActiveID if the item is not alive anymore.+    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().+    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.+    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)+    {+        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");+        ClearActiveID();+    }++    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)+    if (g.ActiveId)+        g.ActiveIdTimer += g.IO.DeltaTime;+    g.LastActiveIdTimer += g.IO.DeltaTime;+    g.ActiveIdPreviousFrame = g.ActiveId;+    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;+    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;+    g.ActiveIdIsAlive = 0;+    g.ActiveIdHasBeenEditedThisFrame = false;+    g.ActiveIdPreviousFrameIsAlive = false;+    g.ActiveIdIsJustActivated = false;+    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)+        g.TempInputId = 0;+    if (g.ActiveId == 0)+    {+        g.ActiveIdUsingNavDirMask = 0x00;+        g.ActiveIdUsingAllKeyboardKeys = false;+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+        g.ActiveIdUsingNavInputMask = 0x00;+#endif+    }++#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    if (g.ActiveId == 0)+        g.ActiveIdUsingNavInputMask = 0;+    else if (g.ActiveIdUsingNavInputMask != 0)+    {+        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }+        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }+        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))+            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);+        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))+            IM_ASSERT(0); // Other values unsupported+    }+#endif++    // Record when we have been stationary as this state is preserved while over same item.+    // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values.+    // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function.+    if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)+        g.HoverItemUnlockedStationaryId = g.HoverItemDelayId;+    else if (g.HoverItemDelayId == 0)+        g.HoverItemUnlockedStationaryId = 0;+    if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay)+        g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID;+    else if (g.HoveredWindow == NULL)+        g.HoverWindowUnlockedStationaryId = 0;++    // Update hover delay for IsItemHovered() with delays and tooltips+    g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId;+    if (g.HoverItemDelayId != 0)+    {+        g.HoverItemDelayTimer += g.IO.DeltaTime;+        g.HoverItemDelayClearTimer = 0.0f;+        g.HoverItemDelayId = 0;+    }+    else if (g.HoverItemDelayTimer > 0.0f)+    {+        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps+        // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle.+        g.HoverItemDelayClearTimer += g.IO.DeltaTime;+        if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate+            g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.+    }++    // Drag and drop+    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;+    g.DragDropAcceptIdCurr = 0;+    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;+    g.DragDropWithinSource = false;+    g.DragDropWithinTarget = false;+    g.DragDropHoldJustPressedId = 0;++    // Close popups on focus lost (currently wip/opt-in)+    //if (g.IO.AppFocusLost)+    //    ClosePopupsExceptModals();++    // Update keyboard input state+    UpdateKeyboardInputs();++    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));+    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));+    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));+    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));++    // Update gamepad/keyboard navigation+    NavUpdate();++    // Update mouse input state+    UpdateMouseInputs();++    // Find hovered window+    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)+    UpdateHoveredWindowAndCaptureFlags();++    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)+    UpdateMouseMovingWindowNewFrame();++    // Background darkening/whitening+    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))+        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);+    else+        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);++    g.MouseCursor = ImGuiMouseCursor_Arrow;+    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;++    // Platform IME data: reset for the frame+    g.PlatformImeDataPrev = g.PlatformImeData;+    g.PlatformImeData.WantVisible = false;++    // Mouse wheel scrolling, scale+    UpdateMouseWheel();++    // Mark all windows as not visible and compact unused memory.+    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);+    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;+    for (ImGuiWindow* window : g.Windows)+    {+        window->WasActive = window->Active;+        window->Active = false;+        window->WriteAccessed = false;+        window->BeginCountPreviousFrame = window->BeginCount;+        window->BeginCount = 0;++        // Garbage collect transient buffers of recently unused windows+        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)+            GcCompactTransientWindowBuffers(window);+    }++    // Garbage collect transient buffers of recently unused tables+    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)+        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)+            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));+    for (ImGuiTableTempData& table_temp_data : g.TablesTempData)+        if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time)+            TableGcCompactTransientBuffers(&table_temp_data);+    if (g.GcCompactAll)+        GcCompactTransientMiscBuffers();+    g.GcCompactAll = false;++    // Closing the focused window restore focus to the first active root window in descending z-order+    if (g.NavWindow && !g.NavWindow->WasActive)+        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);++    // No window should be open at the beginning of the frame.+    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.+    g.CurrentWindowStack.resize(0);+    g.BeginPopupStack.resize(0);+    g.ItemFlagsStack.resize(0);+    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);+    g.GroupStack.resize(0);++    // [DEBUG] Update debug features+    UpdateDebugToolItemPicker();+    UpdateDebugToolStackQueries();+    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)+        g.DebugLocateId = 0;+    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)+    {+        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");+        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;+    }++    // Create implicit/fallback window - which we will only render it if the user has added something to it.+    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.+    // This fallback is particularly important as it prevents ImGui:: calls from crashing.+    g.WithinFrameScopeWithImplicitWindow = true;+    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);+    Begin("Debug##Default");+    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);++    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,+    // allowing to validate correct Begin/End behavior in user code.+    if (g.IO.ConfigDebugBeginReturnValueLoop)+        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);+    else+        g.DebugBeginReturnValueCullDepth = -1;++    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);+}++// FIXME: Add a more explicit sort order in the window structure.+static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)+{+    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;+    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;+    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))+        return d;+    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))+        return d;+    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);+}++static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)+{+    out_sorted_windows->push_back(window);+    if (window->Active)+    {+        int count = window->DC.ChildWindows.Size;+        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);+        for (int i = 0; i < count; i++)+        {+            ImGuiWindow* child = window->DC.ChildWindows[i];+            if (child->Active)+                AddWindowToSortBuffer(out_sorted_windows, child);+        }+    }+}++static void AddWindowToDrawData(ImGuiWindow* window, int layer)+{+    ImGuiContext& g = *GImGui;+    ImGuiViewportP* viewport = g.Viewports[0];+    g.IO.MetricsRenderWindows++;+    if (window->DrawList->_Splitter._Count > 1)+        window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows.+    ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList);+    for (ImGuiWindow* child : window->DC.ChildWindows)+        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active+            AddWindowToDrawData(child, layer);+}++static inline int GetWindowDisplayLayer(ImGuiWindow* window)+{+    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;+}++// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)+static inline void AddRootWindowToDrawData(ImGuiWindow* window)+{+    AddWindowToDrawData(window, GetWindowDisplayLayer(window));+}++static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder)+{+    int n = builder->Layers[0]->Size;+    int full_size = n;+    for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++)+        full_size += builder->Layers[i]->Size;+    builder->Layers[0]->resize(full_size);+    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++)+    {+        ImVector<ImDrawList*>* layer = builder->Layers[layer_n];+        if (layer->empty())+            continue;+        memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*));+        n += layer->Size;+        layer->resize(0);+    }+}++static void InitViewportDrawData(ImGuiViewportP* viewport)+{+    ImGuiIO& io = ImGui::GetIO();+    ImDrawData* draw_data = &viewport->DrawDataP;++    viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists;+    viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1;+    viewport->DrawDataBuilder.Layers[0]->resize(0);+    viewport->DrawDataBuilder.Layers[1]->resize(0);++    draw_data->Valid = true;+    draw_data->CmdListsCount = 0;+    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;+    draw_data->DisplayPos = viewport->Pos;+    draw_data->DisplaySize = viewport->Size;+    draw_data->FramebufferScale = io.DisplayFramebufferScale;+    draw_data->OwnerViewport = viewport;+}++// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.+// - When using this function it is sane to ensure that float are perfectly rounded to integer values,+//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.+// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():+//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the+//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.+void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)+{+    ImGuiWindow* window = GetCurrentWindow();+    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);+    window->ClipRect = window->DrawList->_ClipRectStack.back();+}++void ImGui::PopClipRect()+{+    ImGuiWindow* window = GetCurrentWindow();+    window->DrawList->PopClipRect();+    window->ClipRect = window->DrawList->_ClipRectStack.back();+}++static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)+{+    if ((col & IM_COL32_A_MASK) == 0)+        return;++    ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();+    ImRect viewport_rect = viewport->GetMainRect();++    // Draw behind window by moving the draw command at the FRONT of the draw list+    {+        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,+        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.+        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.+        ImDrawList* draw_list = window->RootWindow->DrawList;+        if (draw_list->CmdBuffer.Size == 0)+            draw_list->AddDrawCmd();+        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that)+        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);+        ImDrawCmd cmd = draw_list->CmdBuffer.back();+        IM_ASSERT(cmd.ElemCount == 6);+        draw_list->CmdBuffer.pop_back();+        draw_list->CmdBuffer.push_front(cmd);+        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.+        draw_list->PopClipRect();+    }+}++ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* bottom_most_visible_window = parent_window;+    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)+    {+        ImGuiWindow* window = g.Windows[i];+        if (window->Flags & ImGuiWindowFlags_ChildWindow)+            continue;+        if (!IsWindowWithinBeginStackOf(window, parent_window))+            break;+        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))+            bottom_most_visible_window = window;+    }+    return bottom_most_visible_window;+}++static void ImGui::RenderDimmedBackgrounds()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();+    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)+        return;+    const bool dim_bg_for_modal = (modal_window != NULL);+    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);+    if (!dim_bg_for_modal && !dim_bg_for_window_list)+        return;++    if (dim_bg_for_modal)+    {+        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.+        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);+        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));+    }+    else if (dim_bg_for_window_list)+    {+        // Draw dimming behind CTRL+Tab target window+        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));++        // Draw border around CTRL+Tab target window+        ImGuiWindow* window = g.NavWindowingTargetAnim;+        ImGuiViewport* viewport = GetMainViewport();+        float distance = g.FontSize;+        ImRect bb = window->Rect();+        bb.Expand(distance);+        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)+            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward+        if (window->DrawList->CmdBuffer.Size == 0)+            window->DrawList->AddDrawCmd();+        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);+        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);+        window->DrawList->PopClipRect();+    }+}++// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.+void ImGui::EndFrame()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.Initialized);++    // Don't process EndFrame() multiple times.+    if (g.FrameCountEnded == g.FrameCount)+        return;+    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");++    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);++    ErrorCheckEndFrameSanityChecks();++    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)+    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;+    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)+    {+        IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);+        ImGuiViewport* viewport = GetMainViewport();+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)+        {+            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;+            g.IO.SetPlatformImeDataFn(viewport, ime_data);+            viewport->PlatformHandleRaw = NULL;+        }+        else+#endif+        {+            g.IO.SetPlatformImeDataFn(viewport, ime_data);+        }+    }++    // Hide implicit/fallback "Debug" window if it hasn't been used+    g.WithinFrameScopeWithImplicitWindow = false;+    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)+        g.CurrentWindow->Active = false;+    End();++    // Update navigation: CTRL+Tab, wrap-around requests+    NavEndFrame();++    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)+    if (g.DragDropActive)+    {+        bool is_delivered = g.DragDropPayload.Delivery;+        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));+        if (is_delivered || is_elapsed)+            ClearDragDrop();+    }++    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.+    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))+    {+        g.DragDropWithinSource = true;+        SetTooltip("...");+        g.DragDropWithinSource = false;+    }++    // End frame+    g.WithinFrameScope = false;+    g.FrameCountEnded = g.FrameCount;++    // Initiate moving window + handle left-click and right-click focus+    UpdateMouseMovingWindowEndFrame();++    // Sort the window list so that all child windows are after their parent+    // We cannot do that on FocusWindow() because children may not exist yet+    g.WindowsTempSortBuffer.resize(0);+    g.WindowsTempSortBuffer.reserve(g.Windows.Size);+    for (ImGuiWindow* window : g.Windows)+    {+        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it+            continue;+        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);+    }++    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.+    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);+    g.Windows.swap(g.WindowsTempSortBuffer);+    g.IO.MetricsActiveWindows = g.WindowsActiveCount;++    // Unlock font atlas+    g.IO.Fonts->Locked = false;++    // Clear Input data for next frame+    g.IO.AppFocusLost = false;+    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;+    g.IO.InputQueueCharacters.resize(0);++    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);+}++// Prepare the data for rendering so you can call GetDrawData()+// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:+// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)+void ImGui::Render()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.Initialized);++    if (g.FrameCountEnded != g.FrameCount)+        EndFrame();+    if (g.FrameCountRendered == g.FrameCount)+        return;+    g.FrameCountRendered = g.FrameCount;++    g.IO.MetricsRenderWindows = 0;+    CallContextHooks(&g, ImGuiContextHookType_RenderPre);++    // Draw modal/window whitening backgrounds+    RenderDimmedBackgrounds();++    // Add background ImDrawList (for each active viewport)+    for (ImGuiViewportP* viewport : g.Viewports)+    {+        InitViewportDrawData(viewport);+        if (viewport->BgFgDrawLists[0] != NULL)+            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));+    }++    // Add ImDrawList to render+    ImGuiWindow* windows_to_render_top_most[2];+    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;+    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);+    for (ImGuiWindow* window : g.Windows)+    {+        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"+        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])+            AddRootWindowToDrawData(window);+    }+    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)+        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window+            AddRootWindowToDrawData(windows_to_render_top_most[n]);++    // Draw software mouse cursor if requested by io.MouseDrawCursor flag+    if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)+        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));++    // Setup ImDrawData structures for end-user+    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;+    for (ImGuiViewportP* viewport : g.Viewports)+    {+        FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder);++        // Add foreground ImDrawList (for each active viewport)+        if (viewport->BgFgDrawLists[1] != NULL)+            AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));++        // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch).+        ImDrawData* draw_data = &viewport->DrawDataP;+        IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount);+        for (ImDrawList* draw_list : draw_data->CmdLists)+            draw_list->_PopUnusedDrawCmd();++        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;+        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;+    }++    CallContextHooks(&g, ImGuiContextHookType_RenderPost);+}++// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.+// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)+ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)+{+    ImGuiContext& g = *GImGui;++    const char* text_display_end;+    if (hide_text_after_double_hash)+        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string+    else+        text_display_end = text_end;++    ImFont* font = g.Font;+    const float font_size = g.FontSize;+    if (text == text_display_end)+        return ImVec2(0.0f, font_size);+    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);++    // Round+    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.+    // FIXME: Investigate using ceilf or e.g.+    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c+    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html+    text_size.x = IM_FLOOR(text_size.x + 0.99999f);++    return text_size;+}++// Find window given position, search front-to-back+// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically+// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is+// called, aka before the next Begin(). Moving window isn't affected.+static void FindHoveredWindow()+{+    ImGuiContext& g = *GImGui;++    ImGuiWindow* hovered_window = NULL;+    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;+    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))+        hovered_window = g.MovingWindow;++    ImVec2 padding_regular = g.Style.TouchExtraPadding;+    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;+    for (int i = g.Windows.Size - 1; i >= 0; i--)+    {+        ImGuiWindow* window = g.Windows[i];+        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.+        if (!window->Active || window->Hidden)+            continue;+        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)+            continue;++        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)+        ImRect bb(window->OuterRectClipped);+        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))+            bb.Expand(padding_regular);+        else+            bb.Expand(padding_for_resize);+        if (!bb.Contains(g.IO.MousePos))+            continue;++        // Support for one rectangular hole in any given window+        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)+        if (window->HitTestHoleSize.x != 0)+        {+            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);+            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);+            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))+                continue;+        }++        if (hovered_window == NULL)+            hovered_window = window;+        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.+        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow))+            hovered_window_ignoring_moving_window = window;+        if (hovered_window && hovered_window_ignoring_moving_window)+            break;+    }++    g.HoveredWindow = hovered_window;+    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;+}++bool ImGui::IsItemActive()+{+    ImGuiContext& g = *GImGui;+    if (g.ActiveId)+        return g.ActiveId == g.LastItemData.ID;+    return false;+}++bool ImGui::IsItemActivated()+{+    ImGuiContext& g = *GImGui;+    if (g.ActiveId)+        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)+            return true;+    return false;+}++bool ImGui::IsItemDeactivated()+{+    ImGuiContext& g = *GImGui;+    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)+        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;+    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);+}++bool ImGui::IsItemDeactivatedAfterEdit()+{+    ImGuiContext& g = *GImGui;+    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));+}++// == GetItemID() == GetFocusID()+bool ImGui::IsItemFocused()+{+    ImGuiContext& g = *GImGui;+    if (g.NavId != g.LastItemData.ID || g.NavId == 0)+        return false;+    return true;+}++// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!+// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.+bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)+{+    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);+}++bool ImGui::IsItemToggledOpen()+{+    ImGuiContext& g = *GImGui;+    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;+}++bool ImGui::IsItemToggledSelection()+{+    ImGuiContext& g = *GImGui;+    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;+}++bool ImGui::IsAnyItemHovered()+{+    ImGuiContext& g = *GImGui;+    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;+}++bool ImGui::IsAnyItemActive()+{+    ImGuiContext& g = *GImGui;+    return g.ActiveId != 0;+}++bool ImGui::IsAnyItemFocused()+{+    ImGuiContext& g = *GImGui;+    return g.NavId != 0 && !g.NavDisableHighlight;+}++bool ImGui::IsItemVisible()+{+    ImGuiContext& g = *GImGui;+    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;+}++bool ImGui::IsItemEdited()+{+    ImGuiContext& g = *GImGui;+    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;+}++// Allow next item to be overlapped by subsequent items.+// This works by requiring HoveredId to match for two subsequent frames,+// so if a following items overwrite it our interactions will naturally be disabled.+void ImGui::SetNextItemAllowOverlap()+{+    ImGuiContext& g = *GImGui;+    g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap;+}++#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.+// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead.+void ImGui::SetItemAllowOverlap()+{+    ImGuiContext& g = *GImGui;+    ImGuiID id = g.LastItemData.ID;+    if (g.HoveredId == id)+        g.HoveredIdAllowOverlap = true;+    if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id.+        g.ActiveIdAllowOverlap = true;+}+#endif++// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.+void ImGui::SetActiveIdUsingAllKeyboardKeys()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.ActiveId != 0);+    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;+    g.ActiveIdUsingAllKeyboardKeys = true;+    NavMoveRequestCancel();+}++ImGuiID ImGui::GetItemID()+{+    ImGuiContext& g = *GImGui;+    return g.LastItemData.ID;+}++ImVec2 ImGui::GetItemRectMin()+{+    ImGuiContext& g = *GImGui;+    return g.LastItemData.Rect.Min;+}++ImVec2 ImGui::GetItemRectMax()+{+    ImGuiContext& g = *GImGui;+    return g.LastItemData.Rect.Max;+}++ImVec2 ImGui::GetItemRectSize()+{+    ImGuiContext& g = *GImGui;+    return g.LastItemData.Rect.GetSize();+}++bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* parent_window = g.CurrentWindow;++    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow;+    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag++    // Size+    const ImVec2 content_avail = GetContentRegionAvail();+    ImVec2 size = ImFloor(size_arg);+    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);+    if (size.x <= 0.0f)+        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)+    if (size.y <= 0.0f)+        size.y = ImMax(content_avail.y + size.y, 4.0f);+    SetNextWindowSize(size);++    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.+    const char* temp_window_name;+    if (name)+        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);+    else+        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);++    const float backup_border_size = g.Style.ChildBorderSize;+    if (!border)+        g.Style.ChildBorderSize = 0.0f;+    bool ret = Begin(temp_window_name, NULL, flags);+    g.Style.ChildBorderSize = backup_border_size;++    ImGuiWindow* child_window = g.CurrentWindow;+    child_window->ChildId = id;+    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;++    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.+    // While this is not really documented/defined, it seems that the expected thing to do.+    if (child_window->BeginCount == 1)+        parent_window->DC.CursorPos = child_window->Pos;++    // Process navigation-in immediately so NavInit can run on first frame+    // Can enter a child if (A) it has navigatable items or (B) it can be scrolled.+    const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id);+    if (g.ActiveId == temp_id_for_activation)+        ClearActiveID();+    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))+    {+        FocusWindow(child_window);+        NavInitWindow(child_window, false);+        SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item+        g.ActiveIdSource = g.NavInputSource;+    }+    return ret;+}++bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);+}++bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)+{+    IM_ASSERT(id != 0);+    return BeginChildEx(NULL, id, size_arg, border, extra_flags);+}++void ImGui::EndChild()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    IM_ASSERT(g.WithinEndChild == false);+    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls++    g.WithinEndChild = true;+    if (window->BeginCount > 1)+    {+        End();+    }+    else+    {+        ImVec2 sz = window->Size;+        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f+            sz.x = ImMax(4.0f, sz.x);+        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))+            sz.y = ImMax(4.0f, sz.y);+        End();++        ImGuiWindow* parent_window = g.CurrentWindow;+        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);+        ItemSize(sz);+        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavWindowHasScrollY) && !(window->Flags & ImGuiWindowFlags_NavFlattened))+        {+            ItemAdd(bb, window->ChildId);+            RenderNavHighlight(bb, window->ChildId);++            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)+            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)+                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);+        }+        else+        {+            // Not navigable into+            ItemAdd(bb, 0);++            // But when flattened we directly reach items, adjust active layer mask accordingly+            if (window->Flags & ImGuiWindowFlags_NavFlattened)+                parent_window->DC.NavLayersActiveMaskNext |= window->DC.NavLayersActiveMaskNext;+        }+        if (g.HoveredWindow == window)+            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;+    }+    g.WithinEndChild = false;+    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return+}++// Helper to create a child window / scrolling region that looks like a normal widget frame.+bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)+{+    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);+    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);+    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);+    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);+    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);+    PopStyleVar(3);+    PopStyleColor();+    return ret;+}++void ImGui::EndChildFrame()+{+    EndChild();+}++static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)+{+    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);+    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);+    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);+}++ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);+}++ImGuiWindow* ImGui::FindWindowByName(const char* name)+{+    ImGuiID id = ImHashStr(name);+    return FindWindowByID(id);+}++static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)+{+    window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y));+    if (settings->Size.x > 0 && settings->Size.y > 0)+        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));+    window->Collapsed = settings->Collapsed;+}++static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)+{+    ImGuiContext& g = *GImGui;++    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);+    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;+    if ((just_created || child_flag_changed) && !new_is_explicit_child)+    {+        IM_ASSERT(!g.WindowsFocusOrder.contains(window));+        g.WindowsFocusOrder.push_back(window);+        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);+    }+    else if (!just_created && child_flag_changed && new_is_explicit_child)+    {+        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);+        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)+            g.WindowsFocusOrder[n]->FocusOrder--;+        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);+        window->FocusOrder = -1;+    }+    window->IsExplicitChild = new_is_explicit_child;+}++static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)+{+    // Initial window state with e.g. default/arbitrary window position+    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.+    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();+    window->Pos = main_viewport->Pos + ImVec2(60, 60);+    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;++    if (settings != NULL)+    {+        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);+        ApplyWindowSettings(window, settings);+    }+    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values++    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)+    {+        window->AutoFitFramesX = window->AutoFitFramesY = 2;+        window->AutoFitOnlyGrows = false;+    }+    else+    {+        if (window->Size.x <= 0.0f)+            window->AutoFitFramesX = 2;+        if (window->Size.y <= 0.0f)+            window->AutoFitFramesY = 2;+        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);+    }+}++static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)+{+    // Create window the first time+    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);+    window->Flags = flags;+    g.WindowsById.SetVoidPtr(window->ID, window);++    ImGuiWindowSettings* settings = NULL;+    if (!(flags & ImGuiWindowFlags_NoSavedSettings))+        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)+            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);++    InitOrLoadWindowSettings(window, settings);++    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)+        g.Windows.push_front(window); // Quite slow but rare and only once+    else+        g.Windows.push_back(window);++    return window;+}++static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)+{+    ImGuiContext& g = *GImGui;+    ImVec2 new_size = size_desired;+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)+    {+        // Using -1,-1 on either X/Y axis to preserve the current size.+        ImRect cr = g.NextWindowData.SizeConstraintRect;+        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;+        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;+        if (g.NextWindowData.SizeCallback)+        {+            ImGuiSizeCallbackData data;+            data.UserData = g.NextWindowData.SizeCallbackUserData;+            data.Pos = window->Pos;+            data.CurrentSize = window->SizeFull;+            data.DesiredSize = new_size;+            g.NextWindowData.SizeCallback(&data);+            new_size = data.DesiredSize;+        }+        new_size.x = IM_FLOOR(new_size.x);+        new_size.y = IM_FLOOR(new_size.y);+    }++    // Minimum size+    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))+    {+        ImGuiWindow* window_for_height = window;+        new_size = ImMax(new_size, g.Style.WindowMinSize);+        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);+        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows+    }+    return new_size;+}++static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)+{+    bool preserve_old_content_sizes = false;+    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)+        preserve_old_content_sizes = true;+    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)+        preserve_old_content_sizes = true;+    if (preserve_old_content_sizes)+    {+        *content_size_current = window->ContentSize;+        *content_size_ideal = window->ContentSizeIdeal;+        return;+    }++    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);+    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);+    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);+    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);+}++static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)+{+    ImGuiContext& g = *GImGui;+    ImGuiStyle& style = g.Style;+    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;+    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;+    ImVec2 size_pad = window->WindowPadding * 2.0f;+    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);+    if (window->Flags & ImGuiWindowFlags_Tooltip)+    {+        // Tooltip always resize+        return size_desired;+    }+    else+    {+        // Maximum window size is determined by the viewport size or monitor size+        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;+        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;+        ImVec2 size_min = style.WindowMinSize;+        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)+            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));++        ImVec2 avail_size = ImGui::GetMainViewport()->WorkSize;+        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));++        // When the window cannot fit all contents (either because of constraints, either because screen is too small),+        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.+        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);+        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);+        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);+        if (will_have_scrollbar_x)+            size_auto_fit.y += style.ScrollbarSize;+        if (will_have_scrollbar_y)+            size_auto_fit.x += style.ScrollbarSize;+        return size_auto_fit;+    }+}++ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)+{+    ImVec2 size_contents_current;+    ImVec2 size_contents_ideal;+    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);+    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);+    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);+    return size_final;+}++static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)+{+    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))+        return ImGuiCol_PopupBg;+    if (window->Flags & ImGuiWindowFlags_ChildWindow)+        return ImGuiCol_ChildBg;+    return ImGuiCol_WindowBg;+}++static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)+{+    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left+    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right+    ImVec2 size_expected = pos_max - pos_min;+    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);+    *out_pos = pos_min;+    if (corner_norm.x == 0.0f)+        out_pos->x -= (size_constrained.x - size_expected.x);+    if (corner_norm.y == 0.0f)+        out_pos->y -= (size_constrained.y - size_expected.y);+    *out_size = size_constrained;+}++// Data for resizing from corner+struct ImGuiResizeGripDef+{+    ImVec2  CornerPosN;+    ImVec2  InnerDir;+    int     AngleMin12, AngleMax12;+};+static const ImGuiResizeGripDef resize_grip_def[4] =+{+    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right+    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left+    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)+    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)+};++// Data for resizing from borders+struct ImGuiResizeBorderDef+{+    ImVec2 InnerDir;+    ImVec2 SegmentN1, SegmentN2;+    float  OuterAngle;+};+static const ImGuiResizeBorderDef resize_border_def[4] =+{+    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left+    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right+    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up+    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down+};++static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)+{+    ImRect rect = window->Rect();+    if (thickness == 0.0f)+        rect.Max -= ImVec2(1, 1);+    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }+    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }+    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }+    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }+    IM_ASSERT(0);+    return ImRect();+}++// 0..3: corners (Lower-right, Lower-left, Unused, Unused)+ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)+{+    IM_ASSERT(n >= 0 && n < 4);+    ImGuiID id = window->ID;+    id = ImHashStr("#RESIZE", 0, id);+    id = ImHashData(&n, sizeof(int), id);+    return id;+}++// Borders (Left, Right, Up, Down)+ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)+{+    IM_ASSERT(dir >= 0 && dir < 4);+    int n = (int)dir + 4;+    ImGuiID id = window->ID;+    id = ImHashStr("#RESIZE", 0, id);+    id = ImHashData(&n, sizeof(int), id);+    return id;+}++// Handle resize for: Resize Grips, Borders, Gamepad+// Return true when using auto-fit (double-click on resize grip)+static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindowFlags flags = window->Flags;++    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)+        return false;+    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.+        return false;++    bool ret_auto_fit = false;+    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;+    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));+    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);+    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;++    ImRect clamp_rect = visibility_rect;+    const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar);+    if (window_move_from_title_bar)+        clamp_rect.Min.y -= window->TitleBarHeight();++    ImVec2 pos_target(FLT_MAX, FLT_MAX);+    ImVec2 size_target(FLT_MAX, FLT_MAX);++    // Resize grips and borders are on layer 1+    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;++    // Manual resize grips+    PushID("#RESIZE");+    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)+    {+        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];+        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);++        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window+        bool hovered, held;+        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);+        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);+        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);+        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()+        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);+        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);+        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));+        if (hovered || held)+            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;++        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)+        {+            // Manual auto-fit when double-clicking+            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);+            ret_auto_fit = true;+            ClearActiveID();+        }+        else if (held)+        {+            // Resize from any of the four corners+            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position+            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX);+            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX);+            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip+            corner_target = ImClamp(corner_target, clamp_min, clamp_max);+            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);+        }++        // Only lower-left grip is visible before hovering/activating+        if (resize_grip_n == 0 || held || hovered)+            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);+    }+    for (int border_n = 0; border_n < resize_border_count; border_n++)+    {+        const ImGuiResizeBorderDef& def = resize_border_def[border_n];+        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;++        bool hovered, held;+        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);+        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()+        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);+        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);+        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));+        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)+        {+            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;+            if (held)+                *border_held = border_n;+        }+        if (held)+        {+            ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX);+            ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX);+            ImVec2 border_target = window->Pos;+            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;+            border_target = ImClamp(border_target, clamp_min, clamp_max);+            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);+        }+    }+    PopID();++    // Restore nav layer+    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;++    // Navigation resize (keyboard/gamepad)+    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.+    // Not even sure the callback works here.+    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)+    {+        ImVec2 nav_resize_dir;+        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)+            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);+        if (g.NavInputSource == ImGuiInputSource_Gamepad)+            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);+        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)+        {+            const float NAV_RESIZE_SPEED = 600.0f;+            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);+            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;+            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size+            g.NavWindowingToggleLayer = false;+            g.NavDisableMouseHover = true;+            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);+            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);+            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)+            {+                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.+                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);+                g.NavWindowingAccumDeltaSize -= accum_floored;+            }+        }+    }++    // Apply back modified position/size to window+    if (size_target.x != FLT_MAX)+    {+        window->SizeFull = size_target;+        MarkIniSettingsDirty(window);+    }+    if (pos_target.x != FLT_MAX)+    {+        window->Pos = ImFloor(pos_target);+        MarkIniSettingsDirty(window);+    }++    window->Size = window->SizeFull;+    return ret_auto_fit;+}++static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)+{+    ImGuiContext& g = *GImGui;+    ImVec2 size_for_clamping = window->Size;+    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar))+        size_for_clamping.y = window->TitleBarHeight();+    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);+}++static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    float rounding = window->WindowRounding;+    float border_size = window->WindowBorderSize;+    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))+        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);++    int border_held = window->ResizeBorderHeld;+    if (border_held != -1)+    {+        const ImGuiResizeBorderDef& def = resize_border_def[border_held];+        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);+        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);+        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);+        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual+    }+    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))+    {+        float y = window->Pos.y + window->TitleBarHeight() - 1;+        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);+    }+}++// Draw background and borders+// Draw and handle scrollbars+void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)+{+    ImGuiContext& g = *GImGui;+    ImGuiStyle& style = g.Style;+    ImGuiWindowFlags flags = window->Flags;++    // Ensure that ScrollBar doesn't read last frame's SkipItems+    IM_ASSERT(window->BeginCount == 0);+    window->SkipItems = false;++    // Draw window + handle manual resize+    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.+    const float window_rounding = window->WindowRounding;+    const float window_border_size = window->WindowBorderSize;+    if (window->Collapsed)+    {+        // Title bar only+        const float backup_border_size = style.FrameBorderSize;+        g.Style.FrameBorderSize = window->WindowBorderSize;+        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);+        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);+        g.Style.FrameBorderSize = backup_border_size;+    }+    else+    {+        // Window background+        if (!(flags & ImGuiWindowFlags_NoBackground))+        {+            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));+            bool override_alpha = false;+            float alpha = 1.0f;+            if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)+            {+                alpha = g.NextWindowData.BgAlphaVal;+                override_alpha = true;+            }+            if (override_alpha)+                bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);+            window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);+        }++        // Title bar+        if (!(flags & ImGuiWindowFlags_NoTitleBar))+        {+            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);+            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);+        }++        // Menu bar+        if (flags & ImGuiWindowFlags_MenuBar)+        {+            ImRect menu_bar_rect = window->MenuBarRect();+            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.+            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);+            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)+                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);+        }++        // Scrollbars+        if (window->ScrollbarX)+            Scrollbar(ImGuiAxis_X);+        if (window->ScrollbarY)+            Scrollbar(ImGuiAxis_Y);++        // Render resize grips (after their input handling so we don't have a frame of latency)+        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))+        {+            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)+            {+                const ImU32 col = resize_grip_col[resize_grip_n];+                if ((col & IM_COL32_A_MASK) == 0)+                    continue;+                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];+                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);+                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));+                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));+                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);+                window->DrawList->PathFillConvex(col);+            }+        }++        // Borders+        if (handle_borders_and_resize_grips)+            RenderWindowOuterBorders(window);+    }+}++// Render title text, collapse button, close button+void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)+{+    ImGuiContext& g = *GImGui;+    ImGuiStyle& style = g.Style;+    ImGuiWindowFlags flags = window->Flags;++    const bool has_close_button = (p_open != NULL);+    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);++    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)+    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?+    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;+    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;+    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;++    // Layout buttons+    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.+    float pad_l = style.FramePadding.x;+    float pad_r = style.FramePadding.x;+    float button_sz = g.FontSize;+    ImVec2 close_button_pos;+    ImVec2 collapse_button_pos;+    if (has_close_button)+    {+        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);+        pad_r += button_sz + style.ItemInnerSpacing.x;+    }+    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)+    {+        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y);+        pad_r += button_sz + style.ItemInnerSpacing.x;+    }+    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)+    {+        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y);+        pad_l += button_sz + style.ItemInnerSpacing.x;+    }++    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)+    if (has_collapse_button)+        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos))+            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function++    // Close button+    if (has_close_button)+        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))+            *p_open = false;++    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;+    g.CurrentItemFlags = item_flags_backup;++    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)+    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..+    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;+    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);++    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,+    // while uncentered title text will still reach edges correctly.+    if (pad_l > style.FramePadding.x)+        pad_l += g.Style.ItemInnerSpacing.x;+    if (pad_r > style.FramePadding.x)+        pad_r += g.Style.ItemInnerSpacing.x;+    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)+    {+        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center+        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);+        pad_l = ImMax(pad_l, pad_extend * centerness);+        pad_r = ImMax(pad_r, pad_extend * centerness);+    }++    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);+    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);+    if (flags & ImGuiWindowFlags_UnsavedDocument)+    {+        ImVec2 marker_pos;+        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);+        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;+        if (marker_pos.x > layout_r.Min.x)+        {+            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));+            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));+        }+    }+    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]+    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]+    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);+}++void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)+{+    window->ParentWindow = parent_window;+    window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;+    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))+        window->RootWindow = parent_window->RootWindow;+    if (parent_window && (flags & ImGuiWindowFlags_Popup))+        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;+    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))+        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;+    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)+    {+        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);+        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;+    }+}++// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)+// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.+// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.+// - WindowA            // FindBlockingModal() returns Modal1+//   - WindowB          //                  .. returns Modal1+//   - Modal1           //                  .. returns Modal2+//      - WindowC       //                  .. returns Modal2+//          - WindowD   //                  .. returns Modal2+//          - Modal2    //                  .. returns Modal2+//            - WindowE //                  .. returns NULL+// Notes:+// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.+//   Only difference is here we check for ->Active/WasActive but it may be unecessary.+ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    if (g.OpenPopupStack.Size <= 0)+        return NULL;++    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.+    for (ImGuiPopupData& popup_data : g.OpenPopupStack)+    {+        ImGuiWindow* popup_window = popup_data.Window;+        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))+            continue;+        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.+            continue;+        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.+            return popup_window;+        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window may be over modal+            continue;+        return popup_window;                                        // Place window right below first block modal+    }+    return NULL;+}++// Push a new Dear ImGui window to add widgets to.+// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.+// - Begin/End can be called multiple times during the frame with the same window name to append content.+// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).+//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.+// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.+// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.+bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)+{+    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required+    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()+    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet++    // Find or create+    ImGuiWindow* window = FindWindowByName(name);+    const bool window_just_created = (window == NULL);+    if (window_just_created)+        window = CreateNewWindow(name, flags);++    // Automatically disable manual moving/resizing when NoInputs is set+    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)+        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;++    if (flags & ImGuiWindowFlags_NavFlattened)+        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);++    const int current_frame = g.FrameCount;+    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);+    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);++    // Update the Appearing flag+    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on+    if (flags & ImGuiWindowFlags_Popup)+    {+        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];+        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed+        window_just_activated_by_user |= (window != popup_ref.Window);+    }+    window->Appearing = window_just_activated_by_user;+    if (window->Appearing)+        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);++    // Update Flags, LastFrameActive, BeginOrderXXX fields+    if (first_begin_of_the_frame)+    {+        UpdateWindowInFocusOrderList(window, window_just_created, flags);+        window->Flags = (ImGuiWindowFlags)flags;+        window->LastFrameActive = current_frame;+        window->LastTimeActive = (float)g.Time;+        window->BeginOrderWithinParent = 0;+        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);+    }+    else+    {+        flags = window->Flags;+    }++    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack+    ImGuiWindow* parent_window_in_stack = g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;+    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;+    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));++    // We allow window memory to be compacted so recreate the base stack when needed.+    if (window->IDStack.Size == 0)+        window->IDStack.push_back(window->ID);++    // Add to stack+    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()+    g.CurrentWindow = window;+    ImGuiWindowStackData window_stack_data;+    window_stack_data.Window = window;+    window_stack_data.ParentLastItemDataBackup = g.LastItemData;+    window_stack_data.StackSizesOnBegin.SetToContextState(&g);+    g.CurrentWindowStack.push_back(window_stack_data);+    if (flags & ImGuiWindowFlags_ChildMenu)+        g.BeginMenuCount++;++    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)+    if (first_begin_of_the_frame)+    {+        UpdateWindowParentAndRootLinks(window, flags, parent_window);+        window->ParentWindowInBeginStack = parent_window_in_stack;+    }++    // Add to focus scope stack+    PushFocusScope(window->ID);+    window->NavRootFocusScopeId = g.CurrentFocusScopeId;+    g.CurrentWindow = NULL;++    // Add to popup stack+    if (flags & ImGuiWindowFlags_Popup)+    {+        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];+        popup_ref.Window = window;+        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;+        g.BeginPopupStack.push_back(popup_ref);+        window->PopupId = popup_ref.PopupId;+    }++    // Process SetNextWindow***() calls+    // (FIXME: Consider splitting the HasXXX flags into X/Y components+    bool window_pos_set_by_api = false;+    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)+    {+        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;+        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)+        {+            // May be processed on the next frame if this is our first frame and we are measuring size+            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.+            window->SetWindowPosVal = g.NextWindowData.PosVal;+            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;+            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);+        }+        else+        {+            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);+        }+    }+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)+    {+        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);+        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);+        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);+    }+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)+    {+        if (g.NextWindowData.ScrollVal.x >= 0.0f)+        {+            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;+            window->ScrollTargetCenterRatio.x = 0.0f;+        }+        if (g.NextWindowData.ScrollVal.y >= 0.0f)+        {+            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;+            window->ScrollTargetCenterRatio.y = 0.0f;+        }+    }+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)+        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;+    else if (first_begin_of_the_frame)+        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)+        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)+        FocusWindow(window);+    if (window->Appearing)+        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);++    // When reusing window again multiple times a frame, just append content (don't need to setup again)+    if (first_begin_of_the_frame)+    {+        // Initialize+        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)+        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);+        window->Active = true;+        window->HasCloseButton = (p_open != NULL);+        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);+        window->IDStack.resize(1);+        window->DrawList->_ResetForNewFrame();+        window->DC.CurrentTableIdx = -1;++        // Restore buffer capacity when woken from a compacted state, to avoid+        if (window->MemoryCompacted)+            GcAwakeTransientWindowBuffers(window);++        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).+        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.+        bool window_title_visible_elsewhere = false;+        if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB+            window_title_visible_elsewhere = true;+        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)+        {+            size_t buf_len = (size_t)window->NameBufLen;+            window->Name = ImStrdupcpy(window->Name, &buf_len, name);+            window->NameBufLen = (int)buf_len;+        }++        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS++        // Update contents size from last frame for auto-fitting (or use explicit size)+        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);+        if (window->HiddenFramesCanSkipItems > 0)+            window->HiddenFramesCanSkipItems--;+        if (window->HiddenFramesCannotSkipItems > 0)+            window->HiddenFramesCannotSkipItems--;+        if (window->HiddenFramesForRenderOnly > 0)+            window->HiddenFramesForRenderOnly--;++        // Hide new windows for one frame until they calculate their size+        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))+            window->HiddenFramesCannotSkipItems = 1;++        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)+        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.+        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)+        {+            window->HiddenFramesCannotSkipItems = 1;+            if (flags & ImGuiWindowFlags_AlwaysAutoResize)+            {+                if (!window_size_x_set_by_api)+                    window->Size.x = window->SizeFull.x = 0.f;+                if (!window_size_y_set_by_api)+                    window->Size.y = window->SizeFull.y = 0.f;+                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);+            }+        }++        // SELECT VIEWPORT+        // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)++        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();+        SetWindowViewport(window, viewport);+        SetCurrentWindow(window);++        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)++        if (flags & ImGuiWindowFlags_ChildWindow)+            window->WindowBorderSize = style.ChildBorderSize;+        else+            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;+        window->WindowPadding = style.WindowPadding;+        if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)+            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);++        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.+        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);+        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;++        bool use_current_size_for_scrollbar_x = window_just_created;+        bool use_current_size_for_scrollbar_y = window_just_created;++        // Collapse window by double-clicking on title bar+        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing+        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))+        {+            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.+            ImRect title_bar_rect = window->TitleBarRect();+            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)+                window->WantCollapseToggle = true;+            if (window->WantCollapseToggle)+            {+                window->Collapsed = !window->Collapsed;+                if (!window->Collapsed)+                    use_current_size_for_scrollbar_y = true;+                MarkIniSettingsDirty(window);+            }+        }+        else+        {+            window->Collapsed = false;+        }+        window->WantCollapseToggle = false;++        // SIZE++        // Outer Decoration Sizes+        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).+        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;+        window->DecoOuterSizeX1 = 0.0f;+        window->DecoOuterSizeX2 = 0.0f;+        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();+        window->DecoOuterSizeY2 = 0.0f;+        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);++        // Calculate auto-fit size, handle automatic resize+        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);+        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)+        {+            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.+            if (!window_size_x_set_by_api)+            {+                window->SizeFull.x = size_auto_fit.x;+                use_current_size_for_scrollbar_x = true;+            }+            if (!window_size_y_set_by_api)+            {+                window->SizeFull.y = size_auto_fit.y;+                use_current_size_for_scrollbar_y = true;+            }+        }+        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)+        {+            // Auto-fit may only grow window during the first few frames+            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.+            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)+            {+                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;+                use_current_size_for_scrollbar_x = true;+            }+            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)+            {+                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;+                use_current_size_for_scrollbar_y = true;+            }+            if (!window->Collapsed)+                MarkIniSettingsDirty(window);+        }++        // Apply minimum/maximum window size constraints and final size+        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);+        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;++        // POSITION++        // Popup latch its initial position, will position itself when it appears next frame+        if (window_just_activated_by_user)+        {+            window->AutoPosLastDirection = ImGuiDir_None;+            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()+                window->Pos = g.BeginPopupStack.back().OpenPopupPos;+        }++        // Position child window+        if (flags & ImGuiWindowFlags_ChildWindow)+        {+            IM_ASSERT(parent_window && parent_window->Active);+            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;+            parent_window->DC.ChildWindows.push_back(window);+            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)+                window->Pos = parent_window->DC.CursorPos;+        }++        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);+        if (window_pos_with_pivot)+            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)+        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)+            window->Pos = FindBestWindowPosForPopup(window);+        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)+            window->Pos = FindBestWindowPosForPopup(window);+        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)+            window->Pos = FindBestWindowPosForPopup(window);++        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)+        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.+        ImRect viewport_rect(viewport->GetMainRect());+        ImRect viewport_work_rect(viewport->GetWorkRect());+        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);+        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);++        // Clamp position/size so window stays visible within its viewport or monitor+        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.+        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))+            if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)+                ClampWindowPos(window, visibility_rect);+        window->Pos = ImFloor(window->Pos);++        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)+        // Large values tend to lead to variety of artifacts and are not recommended.+        window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;++        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.+        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))+        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);++        // Apply window focus (new and reactivated windows are moved to front)+        bool want_focus = false;+        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))+        {+            if (flags & ImGuiWindowFlags_Popup)+                want_focus = true;+            else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)+                want_focus = true;+        }++        // [Test Engine] Register whole window in the item system (before submitting further decorations)+#ifdef IMGUI_ENABLE_TEST_ENGINE+        if (g.TestEngineHookItems)+        {+            IM_ASSERT(window->IDStack.Size == 1);+            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.+            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);+            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);+            window->IDStack.Size = 1;+        }+#endif++        // Handle manual resize: Resize Grips, Borders, Gamepad+        int border_held = -1;+        ImU32 resize_grip_col[4] = {};+        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.+        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));+        if (!window->Collapsed)+            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))+                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;+        window->ResizeBorderHeld = (signed char)border_held;++        // SCROLLBAR VISIBILITY++        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).+        if (!window->Collapsed)+        {+            // When reading the current size we need to read it after size constraints have been applied.+            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.+            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.+            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));+            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;+            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;+            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;+            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;+            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?+            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));+            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));+            if (window->ScrollbarX && !window->ScrollbarY)+                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);+            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);++            // Amend the partially filled window->DecorationXXX values.+            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;+            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;+        }++        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)+        // Update various regions. Variables they depend on should be set above in this function.+        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.++        // Outer rectangle+        // Not affected by window border size. Used by:+        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)+        // - Begin() initial clipping rect for drawing window background and borders.+        // - Begin() clipping whole child+        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;+        const ImRect outer_rect = window->Rect();+        const ImRect title_bar_rect = window->TitleBarRect();+        window->OuterRectClipped = outer_rect;+        window->OuterRectClipped.ClipWith(host_rect);++        // Inner rectangle+        // Not affected by window border size. Used by:+        // - InnerClipRect+        // - ScrollToRectEx()+        // - NavUpdatePageUpPageDown()+        // - Scrollbar()+        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;+        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;+        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;+        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;++        // Inner clipping rectangle.+        // Will extend a little bit outside the normal work region.+        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.+        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.+        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.+        // Affected by window/frame border size. Used by:+        // - Begin() initial clip rect+        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);+        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));+        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);+        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));+        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);+        window->InnerClipRect.ClipWithFull(host_rect);++        // Default item width. Make it proportional to window size if window manually resizes+        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))+            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);+        else+            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);++        // SCROLLING++        // Lock down maximum scrolling+        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate+        // for right/bottom aligned items without creating a scrollbar.+        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());+        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());++        // Apply scrolling+        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);+        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);+        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;++        // DRAWING++        // Setup draw list and outer clipping rectangle+        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);+        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);+        PushClipRect(host_rect.Min, host_rect.Max, false);++        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)+        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.+        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)+        {+            bool render_decorations_in_parent = false;+            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)+            {+                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)+                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs+                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;+                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;+                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);+                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)+                    render_decorations_in_parent = true;+            }+            if (render_decorations_in_parent)+                window->DrawList = parent_window->DrawList;++            // Handle title bar, scrollbar, resize grips and resize borders+            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;+            const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);+            const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch.+            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);++            if (render_decorations_in_parent)+                window->DrawList = &window->DrawListInst;+        }++        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)++        // Work rectangle.+        // Affected by window padding and border size. Used by:+        // - Columns() for right-most edge+        // - TreeNode(), CollapsingHeader() for right-most edge+        // - BeginTabBar() for right-most edge+        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);+        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);+        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));+        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));+        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));+        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));+        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;+        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;+        window->ParentWorkRect = window->WorkRect;++        // [LEGACY] Content Region+        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.+        // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling.+        // Used by:+        // - Mouse wheel scrolling + many other things+        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;+        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;+        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));+        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));++        // Setup drawing context+        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)+        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;+        window->DC.GroupOffset.x = 0.0f;+        window->DC.ColumnsOffset.x = 0.0f;++        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.+        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.+        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;+        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;+        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);+        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));+        window->DC.CursorPos = window->DC.CursorStartPos;+        window->DC.CursorPosPrevLine = window->DC.CursorPos;+        window->DC.CursorMaxPos = window->DC.CursorStartPos;+        window->DC.IdealMaxPos = window->DC.CursorStartPos;+        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);+        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;+        window->DC.IsSameLine = window->DC.IsSetPos = false;++        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;+        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;+        window->DC.NavLayersActiveMaskNext = 0x00;+        window->DC.NavIsScrollPushableX = true;+        window->DC.NavHideHighlightOneFrame = false;+        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);++        window->DC.MenuBarAppending = false;+        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);+        window->DC.TreeDepth = 0;+        window->DC.TreeJumpToParentOnPopMask = 0x00;+        window->DC.ChildWindows.resize(0);+        window->DC.StateStorage = &window->StateStorage;+        window->DC.CurrentColumns = NULL;+        window->DC.LayoutType = ImGuiLayoutType_Vertical;+        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;++        window->DC.ItemWidth = window->ItemWidthDefault;+        window->DC.TextWrapPos = -1.0f; // disabled+        window->DC.ItemWidthStack.resize(0);+        window->DC.TextWrapPosStack.resize(0);++        if (window->AutoFitFramesX > 0)+            window->AutoFitFramesX--;+        if (window->AutoFitFramesY > 0)+            window->AutoFitFramesY--;++        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)+        // We ImGuiFocusRequestFlags_UnlessBelowModal to:+        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.+        // - Position window behind the modal that is not a begin-parent of this window.+        if (want_focus)+            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);+        if (want_focus && window == g.NavWindow)+            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls++        // Title bar+        if (!(flags & ImGuiWindowFlags_NoTitleBar))+            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);++        // Clear hit test shape every frame+        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;++        // Pressing CTRL+C while holding on a window copy its content to the clipboard+        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.+        // Maybe we can support CTRL+C on every element?+        /*+        //if (g.NavWindow == window && g.ActiveId == 0)+        if (g.ActiveId == window->MoveId)+            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))+                LogToClipboard();+        */++        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().+        // This is useful to allow creating context menus on title bar only, etc.+        SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);++        // [DEBUG]+#ifndef IMGUI_DISABLE_DEBUG_TOOLS+        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))+            DebugLocateItemResolveWithLastItem();+#endif++        // [Test Engine] Register title bar / tab with MoveId.+#ifdef IMGUI_ENABLE_TEST_ENGINE+        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))+            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);+#endif+    }+    else+    {+        // Append+        SetCurrentWindow(window);+    }++    PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);++    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)+    window->WriteAccessed = false;+    window->BeginCount++;+    g.NextWindowData.ClearFlags();++    // Update visibility+    if (first_begin_of_the_frame)+    {+        if (flags & ImGuiWindowFlags_ChildWindow)+        {+            // Child window can be out of sight and have "negative" clip windows.+            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).+            IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);+            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??+            {+                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);+                if (!g.LogEnabled && !nav_request)+                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)+                        window->HiddenFramesCanSkipItems = 1;+            }++            // Hide along with parent or if parent is collapsed+            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))+                window->HiddenFramesCanSkipItems = 1;+            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))+                window->HiddenFramesCannotSkipItems = 1;+        }++        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)+        if (style.Alpha <= 0.0f)+            window->HiddenFramesCanSkipItems = 1;++        // Update the Hidden flag+        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);+        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);++        // Disable inputs for requested number of frames+        if (window->DisableInputsFrames > 0)+        {+            window->DisableInputsFrames--;+            window->Flags |= ImGuiWindowFlags_NoInputs;+        }++        // Update the SkipItems flag, used to early out of all items functions (no layout required)+        bool skip_items = false;+        if (window->Collapsed || !window->Active || hidden_regular)+            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)+                skip_items = true;+        window->SkipItems = skip_items;+    }++    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.+    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)+    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))+    {+        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }+        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }+        return false;+    }++    return !window->SkipItems;+}++void ImGui::End()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    // Error checking: verify that user hasn't called End() too many times!+    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)+    {+        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");+        return;+    }+    IM_ASSERT(g.CurrentWindowStack.Size > 0);++    // Error checking: verify that user doesn't directly call End() on a child window.+    if (window->Flags & ImGuiWindowFlags_ChildWindow)+        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");++    // Close anything that is open+    if (window->DC.CurrentColumns)+        EndColumns();+    PopClipRect();   // Inner window clip rectangle+    PopFocusScope();++    // Stop logging+    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging+        LogFinish();++    if (window->DC.IsSetPos)+        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();++    // Pop from window stack+    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;+    if (window->Flags & ImGuiWindowFlags_ChildMenu)+        g.BeginMenuCount--;+    if (window->Flags & ImGuiWindowFlags_Popup)+        g.BeginPopupStack.pop_back();+    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);+    g.CurrentWindowStack.pop_back();+    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);+}++void ImGui::BringWindowToFocusFront(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(window == window->RootWindow);++    const int cur_order = window->FocusOrder;+    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);+    if (g.WindowsFocusOrder.back() == window)+        return;++    const int new_order = g.WindowsFocusOrder.Size - 1;+    for (int n = cur_order; n < new_order; n++)+    {+        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];+        g.WindowsFocusOrder[n]->FocusOrder--;+        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);+    }+    g.WindowsFocusOrder[new_order] = window;+    window->FocusOrder = (short)new_order;+}++void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* current_front_window = g.Windows.back();+    if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better)+        return;+    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window+        if (g.Windows[i] == window)+        {+            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));+            g.Windows[g.Windows.Size - 1] = window;+            break;+        }+}++void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    if (g.Windows[0] == window)+        return;+    for (int i = 0; i < g.Windows.Size; i++)+        if (g.Windows[i] == window)+        {+            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));+            g.Windows[0] = window;+            break;+        }+}++void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)+{+    IM_ASSERT(window != NULL && behind_window != NULL);+    ImGuiContext& g = *GImGui;+    window = window->RootWindow;+    behind_window = behind_window->RootWindow;+    int pos_wnd = FindWindowDisplayIndex(window);+    int pos_beh = FindWindowDisplayIndex(behind_window);+    if (pos_wnd < pos_beh)+    {+        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);+        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);+        g.Windows[pos_beh - 1] = window;+    }+    else+    {+        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);+        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);+        g.Windows[pos_beh] = window;+    }+}++int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    return g.Windows.index_from_ptr(g.Windows.find(window));+}++// Moving window to front of display and set focus (which happens to be back of our sorted list)+void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)+{+    ImGuiContext& g = *GImGui;++    // Modal check?+    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.+        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))+        {+            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);+            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)+                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.+            return;+        }++    // Find last focused child (if any) and focus it instead.+    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)+        window = NavRestoreLastChildNavWindow(window);++    // Apply focus+    if (g.NavWindow != window)+    {+        SetNavWindow(window);+        if (window && g.NavDisableMouseHover)+            g.NavMousePosDirty = true;+        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId+        g.NavLayer = ImGuiNavLayer_Main;+        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;+        g.NavIdIsAlive = false;++        // Close popups if any+        ClosePopupsOverWindow(window, false);+    }++    // Move the root window to the top of the pile+    IM_ASSERT(window == NULL || window->RootWindow != NULL);+    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop+    ImGuiWindow* display_front_window = window ? window->RootWindow : NULL;++    // Steal active widgets. Some of the cases it triggers includes:+    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.+    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)+    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)+        if (!g.ActiveIdNoClearOnFocusLoss)+            ClearActiveID();++    // Passing NULL allow to disable keyboard focus+    if (!window)+        return;++    // Bring to front+    BringWindowToFocusFront(focus_front_window);+    if (((window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)+        BringWindowToDisplayFront(display_front_window);+}++void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)+{+    ImGuiContext& g = *GImGui;+    IM_UNUSED(filter_viewport); // Unused in master branch.+    int start_idx = g.WindowsFocusOrder.Size - 1;+    if (under_this_window != NULL)+    {+        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)+        int offset = -1;+        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)+        {+            under_this_window = under_this_window->ParentWindow;+            offset = 0;+        }+        start_idx = FindWindowFocusIndex(under_this_window) + offset;+    }+    for (int i = start_idx; i >= 0; i--)+    {+        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.+        ImGuiWindow* window = g.WindowsFocusOrder[i];+        IM_ASSERT(window == window->RootWindow);+        if (window == ignore_window || !window->WasActive)+            continue;+        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))+        {+            FocusWindow(window, flags);+            return;+        }+    }+    FocusWindow(NULL, flags);+}++// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.+void ImGui::SetCurrentFont(ImFont* font)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?+    IM_ASSERT(font->Scale > 0.0f);+    g.Font = font;+    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);+    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;++    ImFontAtlas* atlas = g.Font->ContainerAtlas;+    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;+    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;+    g.DrawListSharedData.Font = g.Font;+    g.DrawListSharedData.FontSize = g.FontSize;+}++void ImGui::PushFont(ImFont* font)+{+    ImGuiContext& g = *GImGui;+    if (!font)+        font = GetDefaultFont();+    SetCurrentFont(font);+    g.FontStack.push_back(font);+    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);+}++void  ImGui::PopFont()+{+    ImGuiContext& g = *GImGui;+    g.CurrentWindow->DrawList->PopTextureID();+    g.FontStack.pop_back();+    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());+}++void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)+{+    ImGuiContext& g = *GImGui;+    ImGuiItemFlags item_flags = g.CurrentItemFlags;+    IM_ASSERT(item_flags == g.ItemFlagsStack.back());+    if (enabled)+        item_flags |= option;+    else+        item_flags &= ~option;+    g.CurrentItemFlags = item_flags;+    g.ItemFlagsStack.push_back(item_flags);+}++void ImGui::PopItemFlag()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.+    g.ItemFlagsStack.pop_back();+    g.CurrentItemFlags = g.ItemFlagsStack.back();+}++// BeginDisabled()/EndDisabled()+// - 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)+// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.+// - Feedback welcome at https://github.com/ocornut/imgui/issues/211+// - 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.+// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()+void ImGui::BeginDisabled(bool disabled)+{+    ImGuiContext& g = *GImGui;+    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;+    if (!was_disabled && disabled)+    {+        g.DisabledAlphaBackup = g.Style.Alpha;+        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);+    }+    if (was_disabled || disabled)+        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;+    g.ItemFlagsStack.push_back(g.CurrentItemFlags);+    g.DisabledStackSize++;+}++void ImGui::EndDisabled()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.DisabledStackSize > 0);+    g.DisabledStackSize--;+    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;+    //PopItemFlag();+    g.ItemFlagsStack.pop_back();+    g.CurrentItemFlags = g.ItemFlagsStack.back();+    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)+        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();+}++void ImGui::PushTabStop(bool tab_stop)+{+    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);+}++void ImGui::PopTabStop()+{+    PopItemFlag();+}++void ImGui::PushButtonRepeat(bool repeat)+{+    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);+}++void ImGui::PopButtonRepeat()+{+    PopItemFlag();+}++void ImGui::PushTextWrapPos(float wrap_pos_x)+{+    ImGuiWindow* window = GetCurrentWindow();+    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);+    window->DC.TextWrapPos = wrap_pos_x;+}++void ImGui::PopTextWrapPos()+{+    ImGuiWindow* window = GetCurrentWindow();+    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();+    window->DC.TextWrapPosStack.pop_back();+}++static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)+{+    ImGuiWindow* last_window = NULL;+    while (last_window != window)+    {+        last_window = window;+        window = window->RootWindow;+        if (popup_hierarchy)+            window = window->RootWindowPopupTree;+    }+    return window;+}++bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)+{+    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);+    if (window_root == potential_parent)+        return true;+    while (window != NULL)+    {+        if (window == potential_parent)+            return true;+        if (window == window_root) // end of chain+            return false;+        window = window->ParentWindow;+    }+    return false;+}++bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)+{+    if (window->RootWindow == potential_parent)+        return true;+    while (window != NULL)+    {+        if (window == potential_parent)+            return true;+        window = window->ParentWindowInBeginStack;+    }+    return false;+}++bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)+{+    ImGuiContext& g = *GImGui;++    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array+    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);+    if (display_layer_delta != 0)+        return display_layer_delta > 0;++    for (int i = g.Windows.Size - 1; i >= 0; i--)+    {+        ImGuiWindow* candidate_window = g.Windows[i];+        if (candidate_window == potential_above)+            return true;+        if (candidate_window == potential_below)+            return false;+    }+    return false;+}++bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)+{+    IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!");++    ImGuiContext& g = *GImGui;+    ImGuiWindow* ref_window = g.HoveredWindow;+    ImGuiWindow* cur_window = g.CurrentWindow;+    if (ref_window == NULL)+        return false;++    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)+    {+        IM_ASSERT(cur_window); // Not inside a Begin()/End()+        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;+        if (flags & ImGuiHoveredFlags_RootWindow)+            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);++        bool result;+        if (flags & ImGuiHoveredFlags_ChildWindows)+            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);+        else+            result = (ref_window == cur_window);+        if (!result)+            return false;+    }++    if (!IsWindowContentHoverable(ref_window, flags))+        return false;+    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))+        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)+            return false;++    // When changing hovered window we requires a bit of stationary delay before activating hover timer.+    // FIXME: We don't support delay other than stationary one for now, other delay would need a way+    // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true+    // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache.+    // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow.+    if (flags & ImGuiHoveredFlags_ForTooltip)+        flags |= g.Style.HoverFlagsForTooltipMouse;+    if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID)+        return false;++    return true;+}++bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* ref_window = g.NavWindow;+    ImGuiWindow* cur_window = g.CurrentWindow;++    if (ref_window == NULL)+        return false;+    if (flags & ImGuiFocusedFlags_AnyWindow)+        return true;++    IM_ASSERT(cur_window); // Not inside a Begin()/End()+    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;+    if (flags & ImGuiHoveredFlags_RootWindow)+        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);++    if (flags & ImGuiHoveredFlags_ChildWindows)+        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);+    else+        return (ref_window == cur_window);+}++// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)+// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.+// If you want a window to never be focused, you may use the e.g. NoInputs flag.+bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)+{+    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);+}++float ImGui::GetWindowWidth()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->Size.x;+}++float ImGui::GetWindowHeight()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->Size.y;+}++ImVec2 ImGui::GetWindowPos()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    return window->Pos;+}++void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)+{+    // Test condition (NB: bit 0 is always true) and clear flags for next time+    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)+        return;++    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.+    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);+    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);++    // Set+    const ImVec2 old_pos = window->Pos;+    window->Pos = ImFloor(pos);+    ImVec2 offset = window->Pos - old_pos;+    if (offset.x == 0.0f && offset.y == 0.0f)+        return;+    MarkIniSettingsDirty(window);+    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor+    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.+    window->DC.IdealMaxPos += offset;+    window->DC.CursorStartPos += offset;+}++void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)+{+    ImGuiWindow* window = GetCurrentWindowRead();+    SetWindowPos(window, pos, cond);+}++void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)+{+    if (ImGuiWindow* window = FindWindowByName(name))+        SetWindowPos(window, pos, cond);+}++ImVec2 ImGui::GetWindowSize()+{+    ImGuiWindow* window = GetCurrentWindowRead();+    return window->Size;+}++void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)+{+    // Test condition (NB: bit 0 is always true) and clear flags for next time+    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)+        return;++    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.+    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);++    // Set+    ImVec2 old_size = window->SizeFull;+    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;+    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;+    if (size.x <= 0.0f)+        window->AutoFitOnlyGrows = false;+    else+        window->SizeFull.x = IM_FLOOR(size.x);+    if (size.y <= 0.0f)+        window->AutoFitOnlyGrows = false;+    else+        window->SizeFull.y = IM_FLOOR(size.y);+    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)+        MarkIniSettingsDirty(window);+}++void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)+{+    SetWindowSize(GImGui->CurrentWindow, size, cond);+}++void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)+{+    if (ImGuiWindow* window = FindWindowByName(name))+        SetWindowSize(window, size, cond);+}++void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)+{+    // Test condition (NB: bit 0 is always true) and clear flags for next time+    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)+        return;+    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);++    // Set+    window->Collapsed = collapsed;+}++void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)+{+    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters+    window->HitTestHoleSize = ImVec2ih(size);+    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);+}++void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)+{+    window->Hidden = window->SkipItems = true;+    window->HiddenFramesCanSkipItems = 1;+}++void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)+{+    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);+}++bool ImGui::IsWindowCollapsed()+{+    ImGuiWindow* window = GetCurrentWindowRead();+    return window->Collapsed;+}++bool ImGui::IsWindowAppearing()+{+    ImGuiWindow* window = GetCurrentWindowRead();+    return window->Appearing;+}++void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)+{+    if (ImGuiWindow* window = FindWindowByName(name))+        SetWindowCollapsed(window, collapsed, cond);+}++void ImGui::SetWindowFocus()+{+    FocusWindow(GImGui->CurrentWindow);+}++void ImGui::SetWindowFocus(const char* name)+{+    if (name)+    {+        if (ImGuiWindow* window = FindWindowByName(name))+            FocusWindow(window);+    }+    else+    {+        FocusWindow(NULL);+    }+}++void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;+    g.NextWindowData.PosVal = pos;+    g.NextWindowData.PosPivotVal = pivot;+    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;+}++void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;+    g.NextWindowData.SizeVal = size;+    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;+}++void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)+{+    ImGuiContext& g = *GImGui;+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;+    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);+    g.NextWindowData.SizeCallback = custom_callback;+    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;+}++// Content size = inner scrollable rectangle, padded with WindowPadding.+// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.+void ImGui::SetNextWindowContentSize(const ImVec2& size)+{+    ImGuiContext& g = *GImGui;+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;+    g.NextWindowData.ContentSizeVal = ImFloor(size);+}++void ImGui::SetNextWindowScroll(const ImVec2& scroll)+{+    ImGuiContext& g = *GImGui;+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;+    g.NextWindowData.ScrollVal = scroll;+}++void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;+    g.NextWindowData.CollapsedVal = collapsed;+    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;+}++void ImGui::SetNextWindowFocus()+{+    ImGuiContext& g = *GImGui;+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;+}++void ImGui::SetNextWindowBgAlpha(float alpha)+{+    ImGuiContext& g = *GImGui;+    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;+    g.NextWindowData.BgAlphaVal = alpha;+}++ImDrawList* ImGui::GetWindowDrawList()+{+    ImGuiWindow* window = GetCurrentWindow();+    return window->DrawList;+}++ImFont* ImGui::GetFont()+{+    return GImGui->Font;+}++float ImGui::GetFontSize()+{+    return GImGui->FontSize;+}++ImVec2 ImGui::GetFontTexUvWhitePixel()+{+    return GImGui->DrawListSharedData.TexUvWhitePixel;+}++void ImGui::SetWindowFontScale(float scale)+{+    IM_ASSERT(scale > 0.0f);+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();+    window->FontWindowScale = scale;+    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();+}++void ImGui::PushFocusScope(ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    g.FocusScopeStack.push_back(id);+    g.CurrentFocusScopeId = id;+}++void ImGui::PopFocusScope()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?+    g.FocusScopeStack.pop_back();+    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;+}++// Focus = move navigation cursor, set scrolling, set focus window.+void ImGui::FocusItem()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name);+    if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this?+    {+        IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n");+        return;+    }++    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSelect;+    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;+    SetNavWindow(window);+    NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags);+    NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);+}++void ImGui::ActivateItemByID(ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    g.NavNextActivateId = id;+    g.NavNextActivateFlags = ImGuiActivateFlags_None;+}++// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!+// But ActivateItem() should function without altering scroll/focus?+void ImGui::SetKeyboardFocusHere(int offset)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    IM_ASSERT(offset >= -1);    // -1 is allowed but not below+    IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);++    // It makes sense in the vast majority of cases to never interrupt a drag and drop.+    // When we refactor this function into ActivateItem() we may want to make this an option.+    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but+    // is also automatically dropped in the event g.ActiveId is stolen.+    if (g.DragDropActive || g.MovingWindow != NULL)+    {+        IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n");+        return;+    }++    SetNavWindow(window);++    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi;+    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;+    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.+    if (offset == -1)+    {+        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);+    }+    else+    {+        g.NavTabbingDir = 1;+        g.NavTabbingCounter = offset + 1;+    }+}++void ImGui::SetItemDefaultFocus()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (!window->Appearing)+        return;+    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent)+        return;++    g.NavInitRequest = false;+    NavApplyItemToResult(&g.NavInitResult);+    NavUpdateAnyRequestFlag();++    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)+    if (!window->ClipRect.Contains(g.LastItemData.Rect))+        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);+}++void ImGui::SetStateStorage(ImGuiStorage* tree)+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    window->DC.StateStorage = tree ? tree : &window->StateStorage;+}++ImGuiStorage* ImGui::GetStateStorage()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->DC.StateStorage;+}++void ImGui::PushID(const char* str_id)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiID id = window->GetID(str_id);+    window->IDStack.push_back(id);+}++void ImGui::PushID(const char* str_id_begin, const char* str_id_end)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiID id = window->GetID(str_id_begin, str_id_end);+    window->IDStack.push_back(id);+}++void ImGui::PushID(const void* ptr_id)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiID id = window->GetID(ptr_id);+    window->IDStack.push_back(id);+}++void ImGui::PushID(int int_id)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiID id = window->GetID(int_id);+    window->IDStack.push_back(id);+}++// Push a given id value ignoring the ID stack as a seed.+void ImGui::PushOverrideID(ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (g.DebugHookIdInfo == id)+        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);+    window->IDStack.push_back(id);+}++// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call+// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.+//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)+ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)+{+    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);+    ImGuiContext& g = *GImGui;+    if (g.DebugHookIdInfo == id)+        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);+    return id;+}++ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)+{+    ImGuiID id = ImHashData(&n, sizeof(n), seed);+    ImGuiContext& g = *GImGui;+    if (g.DebugHookIdInfo == id)+        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);+    return id;+}++void ImGui::PopID()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?+    window->IDStack.pop_back();+}++ImGuiID ImGui::GetID(const char* str_id)+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->GetID(str_id);+}++ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->GetID(str_id_begin, str_id_end);+}++ImGuiID ImGui::GetID(const void* ptr_id)+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->GetID(ptr_id);+}++bool ImGui::IsRectVisible(const ImVec2& size)+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));+}++bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));+}+++//-----------------------------------------------------------------------------+// [SECTION] INPUTS+//-----------------------------------------------------------------------------+// - GetKeyData() [Internal]+// - GetKeyIndex() [Internal]+// - GetKeyName()+// - GetKeyChordName() [Internal]+// - CalcTypematicRepeatAmount() [Internal]+// - GetTypematicRepeatRate() [Internal]+// - GetKeyPressedAmount() [Internal]+// - GetKeyMagnitude2d() [Internal]+//-----------------------------------------------------------------------------+// - UpdateKeyRoutingTable() [Internal]+// - GetRoutingIdFromOwnerId() [Internal]+// - GetShortcutRoutingData() [Internal]+// - CalcRoutingScore() [Internal]+// - SetShortcutRouting() [Internal]+// - TestShortcutRouting() [Internal]+//-----------------------------------------------------------------------------+// - IsKeyDown()+// - IsKeyPressed()+// - IsKeyReleased()+//-----------------------------------------------------------------------------+// - IsMouseDown()+// - IsMouseClicked()+// - IsMouseReleased()+// - IsMouseDoubleClicked()+// - GetMouseClickedCount()+// - IsMouseHoveringRect() [Internal]+// - IsMouseDragPastThreshold() [Internal]+// - IsMouseDragging()+// - GetMousePos()+// - GetMousePosOnOpeningCurrentPopup()+// - IsMousePosValid()+// - IsAnyMouseDown()+// - GetMouseDragDelta()+// - ResetMouseDragDelta()+// - GetMouseCursor()+// - SetMouseCursor()+//-----------------------------------------------------------------------------+// - UpdateAliasKey()+// - GetMergedModsFromKeys()+// - UpdateKeyboardInputs()+// - UpdateMouseInputs()+//-----------------------------------------------------------------------------+// - LockWheelingWindow [Internal]+// - FindBestWheelingWindow [Internal]+// - UpdateMouseWheel() [Internal]+//-----------------------------------------------------------------------------+// - SetNextFrameWantCaptureKeyboard()+// - SetNextFrameWantCaptureMouse()+//-----------------------------------------------------------------------------+// - GetInputSourceName() [Internal]+// - DebugPrintInputEvent() [Internal]+// - UpdateInputEvents() [Internal]+//-----------------------------------------------------------------------------+// - GetKeyOwner() [Internal]+// - TestKeyOwner() [Internal]+// - SetKeyOwner() [Internal]+// - SetItemKeyOwner() [Internal]+// - Shortcut() [Internal]+//-----------------------------------------------------------------------------++ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)+{+    ImGuiContext& g = *ctx;++    // Special storage location for mods+    if (key & ImGuiMod_Mask_)+        key = ConvertSingleModFlagToKey(ctx, key);++#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);+    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)+        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native+#else+    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");+#endif+    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];+}++#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(IsNamedKey(key));+    const ImGuiKeyData* key_data = GetKeyData(key);+    return (ImGuiKey)(key_data - g.IO.KeysData);+}+#endif++// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.+static const char* const GKeyNames[] =+{+    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",+    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",+    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",+    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",+    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",+    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",+    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",+    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",+    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",+    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",+    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",+    "GamepadStart", "GamepadBack",+    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",+    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",+    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",+    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",+    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",+    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",+    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.+};+IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));++const char* ImGui::GetKeyName(ImGuiKey key)+{+    ImGuiContext& g = *GImGui;+#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO+    IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");+#else+    if (IsLegacyKey(key))+    {+        if (g.IO.KeyMap[key] == -1)+            return "N/A";+        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));+        key = (ImGuiKey)g.IO.KeyMap[key];+    }+#endif+    if (key == ImGuiKey_None)+        return "None";+    if (key & ImGuiMod_Mask_)+        key = ConvertSingleModFlagToKey(&g, key);+    if (!IsNamedKey(key))+        return "Unknown";++    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];+}++// ImGuiMod_Shortcut is translated to either Ctrl or Super.+void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)+{+    ImGuiContext& g = *GImGui;+    if (key_chord & ImGuiMod_Shortcut)+        key_chord = ConvertShortcutMod(key_chord);+    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",+        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",+        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",+        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",+        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",+        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));+}++// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)+// t1 = current time (e.g.: g.Time)+// An event is triggered at:+//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N+int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)+{+    if (t1 == 0.0f)+        return 1;+    if (t0 >= t1)+        return 0;+    if (repeat_rate <= 0.0f)+        return (t0 < repeat_delay) && (t1 >= repeat_delay);+    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);+    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);+    const int count = count_t1 - count_t0;+    return count;+}++void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)+{+    ImGuiContext& g = *GImGui;+    switch (flags & ImGuiInputFlags_RepeatRateMask_)+    {+    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;+    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;+    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;+    }+}++// Return value representing the number of presses in the last time period, for the given repeat rate+// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)+int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)+{+    ImGuiContext& g = *GImGui;+    const ImGuiKeyData* key_data = GetKeyData(key);+    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)+        return 0;+    const float t = key_data->DownDuration;+    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);+}++// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).+ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)+{+    return ImVec2(+        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,+        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);+}++// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.+//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D+//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6+// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.+static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)+{+    ImGuiContext& g = *GImGui;+    rt->EntriesNext.resize(0);+    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))+    {+        const int new_routing_start_idx = rt->EntriesNext.Size;+        ImGuiKeyRoutingData* routing_entry;+        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)+        {+            routing_entry = &rt->Entries[old_routing_idx];+            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry+            routing_entry->RoutingNext = ImGuiKeyOwner_None;+            routing_entry->RoutingNextScore = 255;+            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)+                continue;+            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer++            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)+            if (routing_entry->Mods == g.IO.KeyMods)+            {+                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);+                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)+                    owner_data->OwnerCurr = routing_entry->RoutingCurr;+            }+        }++        // Rewrite linked-list+        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);+        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)+            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);+    }+    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes+}++// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().+static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)+{+    ImGuiContext& g = *GImGui;+    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;+}++ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)+{+    // Majority of shortcuts will be Key + any number of Mods+    // We accept _Single_ mod with ImGuiKey_None.+    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal+    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal+    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal+    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal+    ImGuiContext& g = *GImGui;+    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;+    ImGuiKeyRoutingData* routing_data;+    if (key_chord & ImGuiMod_Shortcut)+        key_chord = ConvertShortcutMod(key_chord);+    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);+    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);+    if (key == ImGuiKey_None)+        key = ConvertSingleModFlagToKey(&g, mods);+    IM_ASSERT(IsNamedKey(key));++    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.+    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).+    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)+    {+        routing_data = &rt->Entries[idx];+        if (routing_data->Mods == mods)+            return routing_data;+    }++    // Add to linked-list+    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;+    rt->Entries.push_back(ImGuiKeyRoutingData());+    routing_data = &rt->Entries[routing_data_idx];+    routing_data->Mods = (ImU16)mods;+    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list+    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;+    return routing_data;+}++// Current score encoding (lower is highest priority):+//  -   0: ImGuiInputFlags_RouteGlobalHigh+//  -   1: ImGuiInputFlags_RouteFocused (if item active)+//  -   2: ImGuiInputFlags_RouteGlobal+//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)+//  - 254: ImGuiInputFlags_RouteGlobalLow+//  - 255: never route+// 'flags' should include an explicit routing policy+static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)+{+    if (flags & ImGuiInputFlags_RouteFocused)+    {+        ImGuiContext& g = *GImGui;+        ImGuiWindow* focused = g.NavWindow;++        // ActiveID gets top priority+        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)+        if (owner_id != 0 && g.ActiveId == owner_id)+            return 1;++        // Score based on distance to focused window (lower is better)+        // Assuming both windows are submitting a routing request,+        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)+        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)+        // Assuming only WindowA is submitting a routing request,+        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.+        if (focused != NULL && focused->RootWindow == location->RootWindow)+            for (int next_score = 3; focused != NULL; next_score++)+            {+                if (focused == location)+                {+                    IM_ASSERT(next_score < 255);+                    return next_score;+                }+                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path+            }+        return 255;+    }++    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional+    if (flags & ImGuiInputFlags_RouteGlobal)+        return 2;+    if (flags & ImGuiInputFlags_RouteGlobalLow)+        return 254;+    return 0;+}++// Request a desired route for an input chord (key + mods).+// Return true if the route is available this frame.+// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.+//   (Conceptually this does a "Submit for next frame" + "Test for current frame".+//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)+// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)+// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.+bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)+{+    ImGuiContext& g = *GImGui;+    if ((flags & ImGuiInputFlags_RouteMask_) == 0)+        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()+    else+        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used++    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)+        if (g.NavWindow == NULL)+            return false;+    if (flags & ImGuiInputFlags_RouteAlways)+        return true;++    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);+    if (score == 255)+        return false;++    // Submit routing for NEXT frame (assuming score is sufficient)+    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).+    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);+    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);+    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);+    if (score < routing_data->RoutingNextScore)+    {+        routing_data->RoutingNext = routing_id;+        routing_data->RoutingNextScore = (ImU8)score;+    }++    // Return routing state for CURRENT frame+    return routing_data->RoutingCurr == routing_id;+}++// Currently unused by core (but used by tests)+// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.+bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)+{+    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);+    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.+    return routing_data->RoutingCurr == routing_id;+}++// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.+// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)+bool ImGui::IsKeyDown(ImGuiKey key)+{+    return IsKeyDown(key, ImGuiKeyOwner_Any);+}++bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)+{+    const ImGuiKeyData* key_data = GetKeyData(key);+    if (!key_data->Down)+        return false;+    if (!TestKeyOwner(key, owner_id))+        return false;+    return true;+}++bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)+{+    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);+}++// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.+bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)+{+    const ImGuiKeyData* key_data = GetKeyData(key);+    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)+        return false;+    const float t = key_data->DownDuration;+    if (t < 0.0f)+        return false;+    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!++    bool pressed = (t == 0.0f);+    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))+    {+        float repeat_delay, repeat_rate;+        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);+        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;+    }+    if (!pressed)+        return false;+    if (!TestKeyOwner(key, owner_id))+        return false;+    return true;+}++bool ImGui::IsKeyReleased(ImGuiKey key)+{+    return IsKeyReleased(key, ImGuiKeyOwner_Any);+}++bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)+{+    const ImGuiKeyData* key_data = GetKeyData(key);+    if (key_data->DownDurationPrev < 0.0f || key_data->Down)+        return false;+    if (!TestKeyOwner(key, owner_id))+        return false;+    return true;+}++bool ImGui::IsMouseDown(ImGuiMouseButton button)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.+}++bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.+}++bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)+{+    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);+}++bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)+        return false;+    const float t = g.IO.MouseDownDuration[button];+    if (t < 0.0f)+        return false;+    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!++    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;+    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);+    if (!pressed)+        return false;++    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))+        return false;++    return true;+}++bool ImGui::IsMouseReleased(ImGuiMouseButton button)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)+}++bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)+}++bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);+}++int ImGui::GetMouseClickedCount(ImGuiMouseButton button)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    return g.IO.MouseClickedCount[button];+}++// Test if mouse cursor is hovering given rectangle+// NB- Rectangle is clipped by our current clip setting+// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)+bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)+{+    ImGuiContext& g = *GImGui;++    // Clip+    ImRect rect_clipped(r_min, r_max);+    if (clip)+        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);++    // Expand for touch input+    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);+    if (!rect_for_touch.Contains(g.IO.MousePos))+        return false;+    return true;+}++// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.+// [Internal] This doesn't test if the button is pressed+bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    if (lock_threshold < 0.0f)+        lock_threshold = g.IO.MouseDragThreshold;+    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;+}++bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    if (!g.IO.MouseDown[button])+        return false;+    return IsMouseDragPastThreshold(button, lock_threshold);+}++ImVec2 ImGui::GetMousePos()+{+    ImGuiContext& g = *GImGui;+    return g.IO.MousePos;+}++// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!+ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()+{+    ImGuiContext& g = *GImGui;+    if (g.BeginPopupStack.Size > 0)+        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;+    return g.IO.MousePos;+}++// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.+bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)+{+    // The assert is only to silence a false-positive in XCode Static Analysis.+    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).+    IM_ASSERT(GImGui != NULL);+    const float MOUSE_INVALID = -256000.0f;+    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;+    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;+}++// [WILL OBSOLETE] 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.+bool ImGui::IsAnyMouseDown()+{+    ImGuiContext& g = *GImGui;+    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)+        if (g.IO.MouseDown[n])+            return true;+    return false;+}++// Return the delta from the initial clicking position while the mouse button is clicked or was just released.+// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.+// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.+ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    if (lock_threshold < 0.0f)+        lock_threshold = g.IO.MouseDragThreshold;+    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])+        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)+            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))+                return g.IO.MousePos - g.IO.MouseClickedPos[button];+    return ImVec2(0.0f, 0.0f);+}++void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));+    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr+    g.IO.MouseClickedPos[button] = g.IO.MousePos;+}++// Get desired mouse cursor shape.+// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),+// updated during the frame, and locked in EndFrame()/Render().+// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you+ImGuiMouseCursor ImGui::GetMouseCursor()+{+    ImGuiContext& g = *GImGui;+    return g.MouseCursor;+}++void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)+{+    ImGuiContext& g = *GImGui;+    g.MouseCursor = cursor_type;+}++static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)+{+    IM_ASSERT(ImGui::IsAliasKey(key));+    ImGuiKeyData* key_data = ImGui::GetKeyData(key);+    key_data->Down = v;+    key_data->AnalogValue = analog_value;+}++// [Internal] Do not use directly+static ImGuiKeyChord GetMergedModsFromKeys()+{+    ImGuiKeyChord mods = 0;+    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }+    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }+    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }+    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }+    return mods;+}++static void ImGui::UpdateKeyboardInputs()+{+    ImGuiContext& g = *GImGui;+    ImGuiIO& io = g.IO;++    // Import legacy keys or verify they are not used+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    if (io.BackendUsingLegacyKeyArrays == 0)+    {+        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.+        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)+            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");+    }+    else+    {+        if (g.FrameCount == 0)+            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)+                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");++        // Build reverse KeyMap (Named -> Legacy)+        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)+            if (io.KeyMap[n] != -1)+            {+                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));+                io.KeyMap[io.KeyMap[n]] = n;+            }++        // Import legacy keys into new ones+        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)+            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)+            {+                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);+                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));+                io.KeysData[key].Down = io.KeysDown[n];+                if (key != n)+                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends+                io.BackendUsingLegacyKeyArrays = 1;+            }+        if (io.BackendUsingLegacyKeyArrays == 1)+        {+            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;+            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;+            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;+            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;+        }+    }++#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;+    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)+    {+        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)+        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);+        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);+        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);+        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);+        #undef NAV_MAP_KEY+    }+#endif+#endif++    // Update aliases+    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)+        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);+    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);+    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);++    // Synchronize io.KeyMods and io.KeyXXX values.+    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.+    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.+    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.+    io.KeyMods = GetMergedModsFromKeys();+    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;+    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;+    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;+    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;++    // Clear gamepad data if disabled+    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)+        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)+        {+            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;+            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;+        }++    // Update keys+    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)+    {+        ImGuiKeyData* key_data = &io.KeysData[i];+        key_data->DownDurationPrev = key_data->DownDuration;+        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;+    }++    // Update keys/input owner (named keys only): one entry per key+    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))+    {+        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];+        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];+        owner_data->OwnerCurr = owner_data->OwnerNext;+        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.+            owner_data->OwnerNext = ImGuiKeyOwner_None;+        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore+    }++    UpdateKeyRoutingTable(&g.KeysRoutingTable);+}++static void ImGui::UpdateMouseInputs()+{+    ImGuiContext& g = *GImGui;+    ImGuiIO& io = g.IO;++    // Mouse Wheel swapping flag+    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead+    // - We avoid doing it on OSX as it the OS input layer handles this already.+    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.+    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.+    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;++    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)+    if (IsMousePosValid(&io.MousePos))+        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);++    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta+    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))+        io.MouseDelta = io.MousePos - io.MousePosPrev;+    else+        io.MouseDelta = ImVec2(0.0f, 0.0f);++    // Update stationary timer.+    // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates.+    const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework.+    const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold);+    g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f;+    //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer);++    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.+    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)+        g.NavDisableMouseHover = false;++    io.MousePosPrev = io.MousePos;+    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)+    {+        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;+        io.MouseClickedCount[i] = 0; // Will be filled below+        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;+        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];+        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;+        if (io.MouseClicked[i])+        {+            bool is_repeated_click = false;+            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)+            {+                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);+                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)+                    is_repeated_click = true;+            }+            if (is_repeated_click)+                io.MouseClickedLastCount[i]++;+            else+                io.MouseClickedLastCount[i] = 1;+            io.MouseClickedTime[i] = g.Time;+            io.MouseClickedPos[i] = io.MousePos;+            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];+            io.MouseDragMaxDistanceSqr[i] = 0.0f;+        }+        else if (io.MouseDown[i])+        {+            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold+            float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;+            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);+        }++        // We provide io.MouseDoubleClicked[] as a legacy service+        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);++        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation+        if (io.MouseClicked[i])+            g.NavDisableMouseHover = false;+    }+}++static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)+{+    ImGuiContext& g = *GImGui;+    if (window)+        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);+    else+        g.WheelingWindowReleaseTimer = 0.0f;+    if (g.WheelingWindow == window)+        return;+    IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");+    g.WheelingWindow = window;+    g.WheelingWindowRefMousePos = g.IO.MousePos;+    if (window == NULL)+    {+        g.WheelingWindowStartFrame = -1;+        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);+    }+}++static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)+{+    // For each axis, find window in the hierarchy that may want to use scrolling+    ImGuiContext& g = *GImGui;+    ImGuiWindow* windows[2] = { NULL, NULL };+    for (int axis = 0; axis < 2; axis++)+        if (wheel[axis] != 0.0f)+            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)+            {+                // Bubble up into parent window if:+                // - a child window doesn't allow any scrolling.+                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.+                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)+                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);+                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);+                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);+                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)+                    break; // select this window+            }+    if (windows[0] == NULL && windows[1] == NULL)+        return NULL;++    // If there's only one window or only one axis then there's no ambiguity+    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)+        return windows[1] ? windows[1] : windows[0];++    // If candidate are different windows we need to decide which one to prioritize+    // - First frame: only find a winner if one axis is zero.+    // - Subsequent frames: only find a winner when one is more than the other.+    if (g.WheelingWindowStartFrame == -1)+        g.WheelingWindowStartFrame = g.FrameCount;+    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))+    {+        g.WheelingWindowWheelRemainder = wheel;+        return NULL;+    }+    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];+}++// Called by NewFrame()+void ImGui::UpdateMouseWheel()+{+    // Reset the locked window if we move the mouse or after the timer elapses.+    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)+    ImGuiContext& g = *GImGui;+    if (g.WheelingWindow != NULL)+    {+        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;+        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)+            g.WheelingWindowReleaseTimer = 0.0f;+        if (g.WheelingWindowReleaseTimer <= 0.0f)+            LockWheelingWindow(NULL, 0.0f);+    }++    ImVec2 wheel;+    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;+    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;++    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);+    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;+    if (!mouse_window || mouse_window->Collapsed)+        return;++    // Zoom / Scale window+    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.+    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)+    {+        LockWheelingWindow(mouse_window, wheel.y);+        ImGuiWindow* window = mouse_window;+        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);+        const float scale = new_font_scale / window->FontWindowScale;+        window->FontWindowScale = new_font_scale;+        if (window == window->RootWindow)+        {+            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;+            SetWindowPos(window, window->Pos + offset, 0);+            window->Size = ImFloor(window->Size * scale);+            window->SizeFull = ImFloor(window->SizeFull * scale);+        }+        return;+    }+    if (g.IO.KeyCtrl)+        return;++    // Mouse wheel scrolling+    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()+    if (g.IO.MouseWheelRequestAxisSwap)+        wheel = ImVec2(wheel.y, 0.0f);++    // Maintain a rough average of moving magnitude on both axises+    // FIXME: should by based on wall clock time rather than frame-counter+    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);+    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);++    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.+    wheel += g.WheelingWindowWheelRemainder;+    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);+    if (wheel.x == 0.0f && wheel.y == 0.0f)+        return;++    // Mouse wheel scrolling: find target and apply+    // - don't renew lock if axis doesn't apply on the window.+    // - select a main axis when both axises are being moved.+    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))+        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))+        {+            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };+            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])+                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;+            if (do_scroll[ImGuiAxis_X])+            {+                LockWheelingWindow(window, wheel.x);+                float max_step = window->InnerRect.GetWidth() * 0.67f;+                float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));+                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);+            }+            if (do_scroll[ImGuiAxis_Y])+            {+                LockWheelingWindow(window, wheel.y);+                float max_step = window->InnerRect.GetHeight() * 0.67f;+                float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));+                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);+            }+        }+}++void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)+{+    ImGuiContext& g = *GImGui;+    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;+}++void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)+{+    ImGuiContext& g = *GImGui;+    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;+}++#ifndef IMGUI_DISABLE_DEBUG_TOOLS+static const char* GetInputSourceName(ImGuiInputSource source)+{+    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };+    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);+    return input_source_names[source];+}+static const char* GetMouseSourceName(ImGuiMouseSource source)+{+    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };+    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);+    return mouse_source_names[source];+}+static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)+{+    ImGuiContext& g = *GImGui;+    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; }+    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; }+    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }+    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }+    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }+    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }+}+#endif++// Process input queue+// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.+// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)+// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)+void ImGui::UpdateInputEvents(bool trickle_fast_inputs)+{+    ImGuiContext& g = *GImGui;+    ImGuiIO& io = g.IO;++    // Only trickle chars<>key when working with InputText()+    // FIXME: InputText() could parse event trail?+    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)+    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);++    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;+    int  mouse_button_changed = 0x00;+    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;++    int event_n = 0;+    for (; event_n < g.InputEventsQueue.Size; event_n++)+    {+        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];+        if (e->Type == ImGuiInputEventType_MousePos)+        {+            // Trickling Rule: Stop processing queued events if we already handled a mouse button change+            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);+            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))+                break;+            io.MousePos = event_pos;+            io.MouseSource = e->MousePos.MouseSource;+            mouse_moved = true;+        }+        else if (e->Type == ImGuiInputEventType_MouseButton)+        {+            // Trickling Rule: Stop processing queued events if we got multiple action on the same button+            const ImGuiMouseButton button = e->MouseButton.Button;+            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);+            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))+                break;+            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.+                break;+            io.MouseDown[button] = e->MouseButton.Down;+            io.MouseSource = e->MouseButton.MouseSource;+            mouse_button_changed |= (1 << button);+        }+        else if (e->Type == ImGuiInputEventType_MouseWheel)+        {+            // Trickling Rule: Stop processing queued events if we got multiple action on the event+            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))+                break;+            io.MouseWheelH += e->MouseWheel.WheelX;+            io.MouseWheel += e->MouseWheel.WheelY;+            io.MouseSource = e->MouseWheel.MouseSource;+            mouse_wheeled = true;+        }+        else if (e->Type == ImGuiInputEventType_Key)+        {+            // Trickling Rule: Stop processing queued events if we got multiple action on the same button+            ImGuiKey key = e->Key.Key;+            IM_ASSERT(key != ImGuiKey_None);+            ImGuiKeyData* key_data = GetKeyData(key);+            const int key_data_index = (int)(key_data - g.IO.KeysData);+            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))+                break;+            key_data->Down = e->Key.Down;+            key_data->AnalogValue = e->Key.AnalogValue;+            key_changed = true;+            key_changed_mask.SetBit(key_data_index);++            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+            io.KeysDown[key_data_index] = key_data->Down;+            if (io.KeyMap[key_data_index] != -1)+                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;+#endif+        }+        else if (e->Type == ImGuiInputEventType_Text)+        {+            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with+            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))+                break;+            unsigned int c = e->Text.Char;+            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);+            if (trickle_interleaved_keys_and_text)+                text_inputted = true;+        }+        else if (e->Type == ImGuiInputEventType_Focus)+        {+            // We intentionally overwrite this and process in NewFrame(), in order to give a chance+            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.+            const bool focus_lost = !e->AppFocused.Focused;+            io.AppFocusLost = focus_lost;+        }+        else+        {+            IM_ASSERT(0 && "Unknown event!");+        }+    }++    // Record trail (for domain-specific applications wanting to access a precise trail)+    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);+    for (int n = 0; n < event_n; n++)+        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);++    // [DEBUG]+#ifndef IMGUI_DISABLE_DEBUG_TOOLS+    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))+        for (int n = 0; n < g.InputEventsQueue.Size; n++)+            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);+#endif++    // Remaining events will be processed on the next frame+    if (event_n == g.InputEventsQueue.Size)+        g.InputEventsQueue.resize(0);+    else+        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);++    // Clear buttons state when focus is lost+    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.+    // - we clear in EndFrame() and not now in order allow application/user code polling this flag+    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).+    if (g.IO.AppFocusLost)+        g.IO.ClearInputKeys();+}++ImGuiID ImGui::GetKeyOwner(ImGuiKey key)+{+    if (!IsNamedKeyOrModKey(key))+        return ImGuiKeyOwner_None;++    ImGuiContext& g = *GImGui;+    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);+    ImGuiID owner_id = owner_data->OwnerCurr;++    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)+        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)+            return ImGuiKeyOwner_None;++    return owner_id;+}++// TestKeyOwner(..., ID)   : (owner == None || owner == ID)+// TestKeyOwner(..., None) : (owner == None)+// TestKeyOwner(..., Any)  : no owner test+// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.+bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)+{+    if (!IsNamedKeyOrModKey(key))+        return true;++    ImGuiContext& g = *GImGui;+    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)+        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)+            return false;++    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);+    if (owner_id == ImGuiKeyOwner_Any)+        return (owner_data->LockThisFrame == false);++    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId+    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.+    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.+    if (owner_data->OwnerCurr != owner_id)+    {+        if (owner_data->LockThisFrame)+            return false;+        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)+            return false;+    }++    return true;+}++// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.+// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.+// - SetKeyOwner(..., None)              : clears owner+// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)+// - SetKeyOwner(..., Any or None, Lock) : set lock+void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)+{+    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)+    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!++    ImGuiContext& g = *GImGui;+    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);+    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;++    // We cannot lock by default as it would likely break lots of legacy code.+    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)+    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;+    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);+}++// Rarely used helper+void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)+{+    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }+    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }+    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }+    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }+    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }+    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }+}++// This is more or less equivalent to:+//   if (IsItemHovered() || IsItemActive())+//       SetKeyOwner(key, GetItemID());+// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.+// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.+// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.+void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiID id = g.LastItemData.ID;+    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))+        return;+    if ((flags & ImGuiInputFlags_CondMask_) == 0)+        flags |= ImGuiInputFlags_CondDefault_;+    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))+    {+        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!+        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);+    }+}++bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)+{+    ImGuiContext& g = *GImGui;++    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.+    if ((flags & ImGuiInputFlags_RouteMask_) == 0)+        flags |= ImGuiInputFlags_RouteFocused;+    if (!SetShortcutRouting(key_chord, owner_id, flags))+        return false;++    if (key_chord & ImGuiMod_Shortcut)+        key_chord = ConvertShortcutMod(key_chord);+    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);+    if (g.IO.KeyMods != mods)+        return false;++    // Special storage location for mods+    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);+    if (key == ImGuiKey_None)+        key = ConvertSingleModFlagToKey(&g, mods);++    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))+        return false;+    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!++    return true;+}+++//-----------------------------------------------------------------------------+// [SECTION] ERROR CHECKING+//-----------------------------------------------------------------------------++// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.+// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit+// If this triggers you have an issue:+// - Most commonly: mismatched headers and compiled code version.+// - Or: mismatched configuration #define, compilation settings, packing pragma etc.+//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,+//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).+//   Otherwise it is possible that different compilation units would see different structure layout+bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)+{+    bool error = false;+    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }+    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }+    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }+    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }+    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }+    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }+    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }+    return !error;+}++// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)+// This is causing issues and ambiguity and we need to retire that.+// See https://github.com/ocornut/imgui/issues/5548 for more details.+// [Scenario 1]+//  Previously this would make the window content size ~200x200:+//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK+//  Instead, please submit an item:+//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK+//  Alternative:+//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK+// [Scenario 2]+//  For reference this is one of the issue what we aim to fix with this change:+//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()+//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!+//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.+void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    IM_ASSERT(window->DC.IsSetPos);+    window->DC.IsSetPos = false;+#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)+        return;+    if (window->SkipItems)+        return;+    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");+#else+    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);+#endif+}++static void ImGui::ErrorCheckNewFrameSanityChecks()+{+    ImGuiContext& g = *GImGui;++    // Check user IM_ASSERT macro+    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!+    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.+    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)+    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!+    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!+    if (true) IM_ASSERT(1); else IM_ASSERT(0);++    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)+    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.+#ifdef __EMSCRIPTEN__+    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)+        g.IO.DeltaTime = 0.00001f;+#endif++    // Check user data+    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)+    IM_ASSERT(g.Initialized);+    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");+    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");+    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");+    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");+    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");+    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");+    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations+    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");+    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);+    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)+        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");++    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)+    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)+        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");+#endif++    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.+    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))+        g.IO.ConfigWindowsResizeFromEdges = false;+}++static void ImGui::ErrorCheckEndFrameSanityChecks()+{+    ImGuiContext& g = *GImGui;++    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()+    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().+    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will+    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.+    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),+    // while still correctly asserting on mid-frame key press events.+    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();+    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");+    IM_UNUSED(key_mods);++    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().+    //ErrorCheckEndFrameRecover();++    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you+    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).+    if (g.CurrentWindowStack.Size != 1)+    {+        if (g.CurrentWindowStack.Size > 1)+        {+            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!+            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");+            IM_UNUSED(window);+            while (g.CurrentWindowStack.Size > 1)+                End();+        }+        else+        {+            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");+        }+    }++    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");+}++// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.+// Must be called during or before EndFrame().+// This is generally flawed as we are not necessarily End/Popping things in the right order.+// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.+// FIXME: Can't recover from interleaved BeginTabBar/Begin+void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)+{+    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"+    ImGuiContext& g = *GImGui;+    while (g.CurrentWindowStack.Size > 0) //-V1044+    {+        ErrorCheckEndWindowRecover(log_callback, user_data);+        ImGuiWindow* window = g.CurrentWindow;+        if (g.CurrentWindowStack.Size == 1)+        {+            IM_ASSERT(window->IsFallbackWindow);+            break;+        }+        if (window->Flags & ImGuiWindowFlags_ChildWindow)+        {+            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);+            EndChild();+        }+        else+        {+            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);+            End();+        }+    }+}++// Must be called before End()/EndChild()+void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)+{+    ImGuiContext& g = *GImGui;+    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))+    {+        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);+        EndTable();+    }++    ImGuiWindow* window = g.CurrentWindow;+    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;+    IM_ASSERT(window != NULL);+    while (g.CurrentTabBar != NULL) //-V1044+    {+        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);+        EndTabBar();+    }+    while (window->DC.TreeDepth > 0)+    {+        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);+        TreePop();+    }+    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044+    {+        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);+        EndGroup();+    }+    while (window->IDStack.Size > 1)+    {+        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);+        PopID();+    }+    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044+    {+        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);+        EndDisabled();+    }+    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)+    {+        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));+        PopStyleColor();+    }+    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044+    {+        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);+        PopItemFlag();+    }+    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044+    {+        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);+        PopStyleVar();+    }+    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044+    {+        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);+        PopFont();+    }+    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044+    {+        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);+        PopFocusScope();+    }+}++// Save current stack sizes for later compare+void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)+{+    ImGuiContext& g = *ctx;+    ImGuiWindow* window = g.CurrentWindow;+    SizeOfIDStack = (short)window->IDStack.Size;+    SizeOfColorStack = (short)g.ColorStack.Size;+    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;+    SizeOfFontStack = (short)g.FontStack.Size;+    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;+    SizeOfGroupStack = (short)g.GroupStack.Size;+    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;+    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;+    SizeOfDisabledStack = (short)g.DisabledStackSize;+}++// Compare to detect usage errors+void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)+{+    ImGuiContext& g = *ctx;+    ImGuiWindow* window = g.CurrentWindow;+    IM_UNUSED(window);++    // Window stacks+    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)+    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");++    // Global stacks+    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.+    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");+    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");+    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");+    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");+    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");+    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");+    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");+    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");+}+++//-----------------------------------------------------------------------------+// [SECTION] LAYOUT+//-----------------------------------------------------------------------------+// - ItemSize()+// - ItemAdd()+// - SameLine()+// - GetCursorScreenPos()+// - SetCursorScreenPos()+// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()+// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()+// - GetCursorStartPos()+// - Indent()+// - Unindent()+// - SetNextItemWidth()+// - PushItemWidth()+// - PushMultiItemsWidths()+// - PopItemWidth()+// - CalcItemWidth()+// - CalcItemSize()+// - GetTextLineHeight()+// - GetTextLineHeightWithSpacing()+// - GetFrameHeight()+// - GetFrameHeightWithSpacing()+// - GetContentRegionMax()+// - GetContentRegionMaxAbs() [Internal]+// - GetContentRegionAvail(),+// - GetWindowContentRegionMin(), GetWindowContentRegionMax()+// - BeginGroup()+// - EndGroup()+// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.+//-----------------------------------------------------------------------------++// Advance cursor given item size for layout.+// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.+// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.+void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return;++    // We increase the height in this function to accommodate for baseline offset.+    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,+    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.+    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;++    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;+    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);++    // Always align ourselves on pixel boundaries+    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]+    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;+    window->DC.CursorPosPrevLine.y = line_y1;+    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line+    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line+    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);+    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);+    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]++    window->DC.PrevLineSize.y = line_height;+    window->DC.CurrLineSize.y = 0.0f;+    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);+    window->DC.CurrLineTextBaseOffset = 0.0f;+    window->DC.IsSameLine = window->DC.IsSetPos = false;++    // Horizontal layout mode+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)+        SameLine();+}++// Declare item bounding box for clipping and interaction.+// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface+// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.+bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    // Set item data+    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)+    g.LastItemData.ID = id;+    g.LastItemData.Rect = bb;+    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;+    g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags;+    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;++    // Directional navigation processing+    if (id != 0)+    {+        KeepAliveID(id);++        // Runs prior to clipping early-out+        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget+        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests+        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of+        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.+        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able+        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).+        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.+        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.+        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))+        {+            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);+            if (g.NavId == id || g.NavAnyRequest)+                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)+                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))+                        NavProcessItem();+        }++        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".+        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".+        // READ THE FAQ: https://dearimgui.com/faq+        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");+    }+    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;+    g.NextItemData.ItemFlags = ImGuiItemFlags_None;++#ifdef IMGUI_ENABLE_TEST_ENGINE+    if (id != 0)+        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);+#endif++    // Clipping test+    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)+    //const bool is_clipped = IsClippedEx(bb, id);+    //if (is_clipped)+    //    return false;+    const bool is_rect_visible = bb.Overlaps(window->ClipRect);+    if (!is_rect_visible)+        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))+            if (!g.LogEnabled)+                return false;++    // [DEBUG]+#ifndef IMGUI_DISABLE_DEBUG_TOOLS+    if (id != 0 && id == g.DebugLocateId)+        DebugLocateItemResolveWithLastItem();+#endif+    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]+    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)+    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]++    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)+    if (is_rect_visible)+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;+    if (IsMouseHoveringRect(bb.Min, bb.Max))+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;+    return true;+}++// Gets back to previous line and continue with horizontal layout+//      offset_from_start_x == 0 : follow right after previous item+//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)+//      spacing_w < 0            : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0+//      spacing_w >= 0           : enforce spacing amount+void ImGui::SameLine(float offset_from_start_x, float spacing_w)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return;++    if (offset_from_start_x != 0.0f)+    {+        if (spacing_w < 0.0f)+            spacing_w = 0.0f;+        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;+        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;+    }+    else+    {+        if (spacing_w < 0.0f)+            spacing_w = g.Style.ItemSpacing.x;+        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;+        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;+    }+    window->DC.CurrLineSize = window->DC.PrevLineSize;+    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;+    window->DC.IsSameLine = true;+}++ImVec2 ImGui::GetCursorScreenPos()+{+    ImGuiWindow* window = GetCurrentWindowRead();+    return window->DC.CursorPos;+}++void ImGui::SetCursorScreenPos(const ImVec2& pos)+{+    ImGuiWindow* window = GetCurrentWindow();+    window->DC.CursorPos = pos;+    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);+    window->DC.IsSetPos = true;+}++// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.+// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.+ImVec2 ImGui::GetCursorPos()+{+    ImGuiWindow* window = GetCurrentWindowRead();+    return window->DC.CursorPos - window->Pos + window->Scroll;+}++float ImGui::GetCursorPosX()+{+    ImGuiWindow* window = GetCurrentWindowRead();+    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;+}++float ImGui::GetCursorPosY()+{+    ImGuiWindow* window = GetCurrentWindowRead();+    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;+}++void ImGui::SetCursorPos(const ImVec2& local_pos)+{+    ImGuiWindow* window = GetCurrentWindow();+    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;+    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);+    window->DC.IsSetPos = true;+}++void ImGui::SetCursorPosX(float x)+{+    ImGuiWindow* window = GetCurrentWindow();+    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;+    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);+    window->DC.IsSetPos = true;+}++void ImGui::SetCursorPosY(float y)+{+    ImGuiWindow* window = GetCurrentWindow();+    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;+    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);+    window->DC.IsSetPos = true;+}++ImVec2 ImGui::GetCursorStartPos()+{+    ImGuiWindow* window = GetCurrentWindowRead();+    return window->DC.CursorStartPos - window->Pos;+}++void ImGui::Indent(float indent_w)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();+    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;+    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;+}++void ImGui::Unindent(float indent_w)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();+    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;+    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;+}++// Affect large frame+labels widgets only.+void ImGui::SetNextItemWidth(float item_width)+{+    ImGuiContext& g = *GImGui;+    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;+    g.NextItemData.Width = item_width;+}++// FIXME: Remove the == 0.0f behavior?+void ImGui::PushItemWidth(float item_width)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width+    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);+    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;+}++void ImGui::PushMultiItemsWidths(int components, float w_full)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    const ImGuiStyle& style = g.Style;+    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));+    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));+    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width+    window->DC.ItemWidthStack.push_back(w_item_last);+    for (int i = 0; i < components - 2; i++)+        window->DC.ItemWidthStack.push_back(w_item_one);+    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;+    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;+}++void ImGui::PopItemWidth()+{+    ImGuiWindow* window = GetCurrentWindow();+    window->DC.ItemWidth = window->DC.ItemWidthStack.back();+    window->DC.ItemWidthStack.pop_back();+}++// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().+// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()+float ImGui::CalcItemWidth()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    float w;+    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)+        w = g.NextItemData.Width;+    else+        w = window->DC.ItemWidth;+    if (w < 0.0f)+    {+        float region_max_x = GetContentRegionMaxAbs().x;+        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);+    }+    w = IM_FLOOR(w);+    return w;+}++// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().+// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.+// Note that only CalcItemWidth() is publicly exposed.+// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)+ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    ImVec2 region_max;+    if (size.x < 0.0f || size.y < 0.0f)+        region_max = GetContentRegionMaxAbs();++    if (size.x == 0.0f)+        size.x = default_w;+    else if (size.x < 0.0f)+        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);++    if (size.y == 0.0f)+        size.y = default_h;+    else if (size.y < 0.0f)+        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);++    return size;+}++float ImGui::GetTextLineHeight()+{+    ImGuiContext& g = *GImGui;+    return g.FontSize;+}++float ImGui::GetTextLineHeightWithSpacing()+{+    ImGuiContext& g = *GImGui;+    return g.FontSize + g.Style.ItemSpacing.y;+}++float ImGui::GetFrameHeight()+{+    ImGuiContext& g = *GImGui;+    return g.FontSize + g.Style.FramePadding.y * 2.0f;+}++float ImGui::GetFrameHeightWithSpacing()+{+    ImGuiContext& g = *GImGui;+    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;+}++// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!++// FIXME: This is in window space (not screen space!).+ImVec2 ImGui::GetContentRegionMax()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;+    return mx - window->Pos;+}++// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.+ImVec2 ImGui::GetContentRegionMaxAbs()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max;+    return mx;+}++ImVec2 ImGui::GetContentRegionAvail()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return GetContentRegionMaxAbs() - window->DC.CursorPos;+}++// In window space (not screen space!)+ImVec2 ImGui::GetWindowContentRegionMin()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->ContentRegionRect.Min - window->Pos;+}++ImVec2 ImGui::GetWindowContentRegionMax()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->ContentRegionRect.Max - window->Pos;+}++// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)+// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.+// FIXME-OPT: Could we safely early out on ->SkipItems?+void ImGui::BeginGroup()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    g.GroupStack.resize(g.GroupStack.Size + 1);+    ImGuiGroupData& group_data = g.GroupStack.back();+    group_data.WindowID = window->ID;+    group_data.BackupCursorPos = window->DC.CursorPos;+    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;+    group_data.BackupIndent = window->DC.Indent;+    group_data.BackupGroupOffset = window->DC.GroupOffset;+    group_data.BackupCurrLineSize = window->DC.CurrLineSize;+    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;+    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;+    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;+    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;+    group_data.EmitItem = true;++    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;+    window->DC.Indent = window->DC.GroupOffset;+    window->DC.CursorMaxPos = window->DC.CursorPos;+    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);+    if (g.LogEnabled)+        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return+}++void ImGui::EndGroup()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls++    ImGuiGroupData& group_data = g.GroupStack.back();+    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?++    if (window->DC.IsSetPos)+        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();++    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));++    window->DC.CursorPos = group_data.BackupCursorPos;+    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);+    window->DC.Indent = group_data.BackupIndent;+    window->DC.GroupOffset = group_data.BackupGroupOffset;+    window->DC.CurrLineSize = group_data.BackupCurrLineSize;+    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;+    if (g.LogEnabled)+        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return++    if (!group_data.EmitItem)+    {+        g.GroupStack.pop_back();+        return;+    }++    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.+    ItemSize(group_bb.GetSize());+    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);++    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.+    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.+    // Also if you grep for LastItemId you'll notice it is only used in that context.+    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)+    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;+    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);+    if (group_contains_curr_active_id)+        g.LastItemData.ID = g.ActiveId;+    else if (group_contains_prev_active_id)+        g.LastItemData.ID = g.ActiveIdPreviousFrame;+    g.LastItemData.Rect = group_bb;++    // Forward Hovered flag+    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;+    if (group_contains_curr_hovered_id)+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;++    // Forward Edited flag+    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;++    // Forward Deactivated flag+    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;+    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;++    g.GroupStack.pop_back();+    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]+}+++//-----------------------------------------------------------------------------+// [SECTION] SCROLLING+//-----------------------------------------------------------------------------++// Helper to snap on edges when aiming at an item very close to the edge,+// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.+// When we refactor the scrolling API this may be configurable with a flag?+// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.+static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)+{+    if (target <= snap_min + snap_threshold)+        return ImLerp(snap_min, target, center_ratio);+    if (target >= snap_max - snap_threshold)+        return ImLerp(target, snap_max, center_ratio);+    return target;+}++static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)+{+    ImVec2 scroll = window->Scroll;+    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);+    for (int axis = 0; axis < 2; axis++)+    {+        if (window->ScrollTarget[axis] < FLT_MAX)+        {+            float center_ratio = window->ScrollTargetCenterRatio[axis];+            float scroll_target = window->ScrollTarget[axis];+            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)+            {+                float snap_min = 0.0f;+                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];+                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);+            }+            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);+        }+        scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));+        if (!window->Collapsed && !window->SkipItems)+            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);+    }+    return scroll;+}++void ImGui::ScrollToItem(ImGuiScrollFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ScrollToRectEx(window, g.LastItemData.NavRect, flags);+}++void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)+{+    ScrollToRectEx(window, item_rect, flags);+}++// Scroll to keep newly navigated item fully into view+ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));+    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);+    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);+    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]+    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]++    // Check that only one behavior is selected per axis+    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));+    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));++    // Defaults+    ImGuiScrollFlags in_flags = flags;+    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)+        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;+    if ((flags & ImGuiScrollFlags_MaskY_) == 0)+        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;++    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;+    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;+    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;+    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;++    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)+    {+        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)+            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);+        else if (item_rect.Max.x >= scroll_rect.Max.x)+            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);+    }+    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))+    {+        if (can_be_fully_visible_x)+            SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);+        else+            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);+    }++    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)+    {+        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)+            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);+        else if (item_rect.Max.y >= scroll_rect.Max.y)+            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);+    }+    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))+    {+        if (can_be_fully_visible_y)+            SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);+        else+            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);+    }++    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);+    ImVec2 delta_scroll = next_scroll - window->Scroll;++    // Also scroll parent window to keep us into view if necessary+    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))+    {+        // FIXME-SCROLL: May be an option?+        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)+            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;+        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)+            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;+        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);+    }++    return delta_scroll;+}++float ImGui::GetScrollX()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->Scroll.x;+}++float ImGui::GetScrollY()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->Scroll.y;+}++float ImGui::GetScrollMaxX()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->ScrollMax.x;+}++float ImGui::GetScrollMaxY()+{+    ImGuiWindow* window = GImGui->CurrentWindow;+    return window->ScrollMax.y;+}++void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)+{+    window->ScrollTarget.x = scroll_x;+    window->ScrollTargetCenterRatio.x = 0.0f;+    window->ScrollTargetEdgeSnapDist.x = 0.0f;+}++void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)+{+    window->ScrollTarget.y = scroll_y;+    window->ScrollTargetCenterRatio.y = 0.0f;+    window->ScrollTargetEdgeSnapDist.y = 0.0f;+}++void ImGui::SetScrollX(float scroll_x)+{+    ImGuiContext& g = *GImGui;+    SetScrollX(g.CurrentWindow, scroll_x);+}++void ImGui::SetScrollY(float scroll_y)+{+    ImGuiContext& g = *GImGui;+    SetScrollY(g.CurrentWindow, scroll_y);+}++// Note that a local position will vary depending on initial scroll value,+// This is a little bit confusing so bear with us:+//  - local_pos = (absolution_pos - window->Pos)+//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,+//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.+//  - They mostly exist because of legacy API.+// Following the rules above, when trying to work with scrolling code, consider that:+//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!+//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense+// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size+void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)+{+    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);+    window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset+    window->ScrollTargetCenterRatio.x = center_x_ratio;+    window->ScrollTargetEdgeSnapDist.x = 0.0f;+}++void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)+{+    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);+    window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset+    window->ScrollTargetCenterRatio.y = center_y_ratio;+    window->ScrollTargetEdgeSnapDist.y = 0.0f;+}++void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)+{+    ImGuiContext& g = *GImGui;+    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);+}++void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)+{+    ImGuiContext& g = *GImGui;+    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);+}++// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.+void ImGui::SetScrollHereX(float center_x_ratio)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);+    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);+    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos++    // Tweak: snap on edges when aiming at an item very close to the edge+    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);+}++// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.+void ImGui::SetScrollHereY(float center_y_ratio)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);+    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);+    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos++    // Tweak: snap on edges when aiming at an item very close to the edge+    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);+}++//-----------------------------------------------------------------------------+// [SECTION] TOOLTIPS+//-----------------------------------------------------------------------------++bool ImGui::BeginTooltip()+{+    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);+}++bool ImGui::BeginItemTooltip()+{+    if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip))+        return false;+    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);+}++bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)+{+    ImGuiContext& g = *GImGui;++    if (g.DragDropWithinSource || g.DragDropWithinTarget)+    {+        // Drag and Drop tooltips are positioning differently than other tooltips:+        // - offset visibility to increase visibility around mouse.+        // - never clamp within outer viewport boundary.+        // We call SetNextWindowPos() to enforce position and disable clamping.+        // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones).+        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;+        ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * g.Style.MouseCursorScale;+        SetNextWindowPos(tooltip_pos);+        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);+        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(+        tooltip_flags |= ImGuiTooltipFlags_OverridePrevious;+    }++    char window_name[16];+    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);+    if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious)+        if (ImGuiWindow* window = FindWindowByName(window_name))+            if (window->Active)+            {+                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.+                SetWindowHiddendAndSkipItemsForCurrentFrame(window);+                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);+            }+    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;+    Begin(window_name, NULL, flags | extra_window_flags);+    // 2023-03-09: Added bool return value to the API, but currently always returning true.+    // If this ever returns false we need to update BeginDragDropSource() accordingly.+    //if (!ret)+    //    End();+    //return ret;+    return true;+}++void ImGui::EndTooltip()+{+    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls+    End();+}++void ImGui::SetTooltip(const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    SetTooltipV(fmt, args);+    va_end(args);+}++void ImGui::SetTooltipV(const char* fmt, va_list args)+{+    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))+        return;+    TextV(fmt, args);+    EndTooltip();+}++// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'.+// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse.+void ImGui::SetItemTooltip(const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))+        SetTooltipV(fmt, args);+    va_end(args);+}++void ImGui::SetItemTooltipV(const char* fmt, va_list args)+{+    if (IsItemHovered(ImGuiHoveredFlags_ForTooltip))+        SetTooltipV(fmt, args);+}+++//-----------------------------------------------------------------------------+// [SECTION] POPUPS+//-----------------------------------------------------------------------------++// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel+bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)+{+    ImGuiContext& g = *GImGui;+    if (popup_flags & ImGuiPopupFlags_AnyPopupId)+    {+        // Return true if any popup is open at the current BeginPopup() level of the popup stack+        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.+        IM_ASSERT(id == 0);+        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)+            return g.OpenPopupStack.Size > 0;+        else+            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;+    }+    else+    {+        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)+        {+            // Return true if the popup is open anywhere in the popup stack+            for (int n = 0; n < g.OpenPopupStack.Size; n++)+                if (g.OpenPopupStack[n].PopupId == id)+                    return true;+            return false;+        }+        else+        {+            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)+            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;+        }+    }+}++bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);+    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)+        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally+    return IsPopupOpen(id, popup_flags);+}++// Also see FindBlockingModal(NULL)+ImGuiWindow* ImGui::GetTopMostPopupModal()+{+    ImGuiContext& g = *GImGui;+    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)+        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)+            if (popup->Flags & ImGuiWindowFlags_Modal)+                return popup;+    return NULL;+}++// See Demo->Stacked Modal to confirm what this is for.+ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()+{+    ImGuiContext& g = *GImGui;+    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)+        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)+            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))+                return popup;+    return NULL;+}++void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiID id = g.CurrentWindow->GetID(str_id);+    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);+    OpenPopupEx(id, popup_flags);+}++void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)+{+    OpenPopupEx(id, popup_flags);+}++// Mark popup as open (toggle toward open state).+// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.+// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).+// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)+void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* parent_window = g.CurrentWindow;+    const int current_stack_size = g.BeginPopupStack.Size;++    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)+        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))+            return;++    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.+    popup_ref.PopupId = id;+    popup_ref.Window = NULL;+    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).+    popup_ref.OpenFrameCount = g.FrameCount;+    popup_ref.OpenParentId = parent_window->IDStack.back();+    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();+    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;++    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);+    if (g.OpenPopupStack.Size < current_stack_size + 1)+    {+        g.OpenPopupStack.push_back(popup_ref);+    }+    else+    {+        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui+        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing+        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.+        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)+        {+            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;+        }+        else+        {+            // Close child popups if any, then flag popup for open/reopen+            ClosePopupToLevel(current_stack_size, false);+            g.OpenPopupStack.push_back(popup_ref);+        }++        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().+        // This is equivalent to what ClosePopupToLevel() does.+        //if (g.OpenPopupStack[current_stack_size].PopupId == id)+        //    FocusWindow(parent_window);+    }+}++// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.+// This function closes any popups that are over 'ref_window'.+void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)+{+    ImGuiContext& g = *GImGui;+    if (g.OpenPopupStack.Size == 0)+        return;++    // Don't close our own child popup windows.+    int popup_count_to_keep = 0;+    if (ref_window)+    {+        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)+        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)+        {+            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];+            if (!popup.Window)+                continue;+            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);+            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)+                continue;++            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)+            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:+            //     Window -> Popup1 -> Popup2 -> Popup3+            // - Each popups may contain child windows, which is why we compare ->RootWindow!+            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child+            bool ref_window_is_descendent_of_popup = false;+            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)+                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)+                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))+                    {+                        ref_window_is_descendent_of_popup = true;+                        break;+                    }+            if (!ref_window_is_descendent_of_popup)+                break;+        }+    }+    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below+    {+        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");+        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);+    }+}++void ImGui::ClosePopupsExceptModals()+{+    ImGuiContext& g = *GImGui;++    int popup_count_to_keep;+    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)+    {+        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;+        if (!window || (window->Flags & ImGuiWindowFlags_Modal))+            break;+    }+    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below+        ClosePopupToLevel(popup_count_to_keep, true);+}++void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)+{+    ImGuiContext& g = *GImGui;+    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);+    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);++    // Trim open popup stack+    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;+    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;+    g.OpenPopupStack.resize(remaining);++    if (restore_focus_to_window_under_popup)+    {+        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;+        if (focus_window && !focus_window->WasActive && popup_window)+            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback+        else+            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);+    }+}++// Close the popup we have begin-ed into.+void ImGui::CloseCurrentPopup()+{+    ImGuiContext& g = *GImGui;+    int popup_idx = g.BeginPopupStack.Size - 1;+    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)+        return;++    // Closing a menu closes its top-most parent popup (unless a modal)+    while (popup_idx > 0)+    {+        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;+        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;+        bool close_parent = false;+        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))+            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))+                close_parent = true;+        if (!close_parent)+            break;+        popup_idx--;+    }+    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);+    ClosePopupToLevel(popup_idx, true);++    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.+    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.+    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.+    if (ImGuiWindow* window = g.NavWindow)+        window->DC.NavHideHighlightOneFrame = true;+}++// Attention! BeginPopup() adds default flags which BeginPopupEx()!+bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)+{+    ImGuiContext& g = *GImGui;+    if (!IsPopupOpen(id, ImGuiPopupFlags_None))+    {+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values+        return false;+    }++    char name[20];+    if (flags & ImGuiWindowFlags_ChildMenu)+        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth+    else+        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame++    flags |= ImGuiWindowFlags_Popup;+    bool is_open = Begin(name, NULL, flags);+    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)+        EndPopup();++    return is_open;+}++bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)+{+    ImGuiContext& g = *GImGui;+    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance+    {+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values+        return false;+    }+    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;+    ImGuiID id = g.CurrentWindow->GetID(str_id);+    return BeginPopupEx(id, flags);+}++// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.+// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.+bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    const ImGuiID id = window->GetID(name);+    if (!IsPopupOpen(id, ImGuiPopupFlags_None))+    {+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values+        return false;+    }++    // Center modal windows by default for increased visibility+    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)+    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.+    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)+    {+        const ImGuiViewport* viewport = GetMainViewport();+        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));+    }++    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse;+    const bool is_open = Begin(name, p_open, flags);+    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)+    {+        EndPopup();+        if (is_open)+            ClosePopupToLevel(g.BeginPopupStack.Size, true);+        return false;+    }+    return is_open;+}++void ImGui::EndPopup()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls+    IM_ASSERT(g.BeginPopupStack.Size > 0);++    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)+    if (g.NavWindow == window)+        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);++    // Child-popups don't need to be laid out+    IM_ASSERT(g.WithinEndChild == false);+    if (window->Flags & ImGuiWindowFlags_ChildWindow)+        g.WithinEndChild = true;+    End();+    g.WithinEndChild = false;+}++// Helper to open a popup if mouse button is released over the item+// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()+void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);+    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))+    {+        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!+        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)+        OpenPopupEx(id, popup_flags);+    }+}++// This is a helper to handle the simplest case of associating one named popup to one given widget.+// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.+// - To create a popup with a specific identifier, pass it in str_id.+//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.+//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.+// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).+//   This is essentially the same as:+//       id = str_id ? GetID(str_id) : GetItemID();+//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);+//       return BeginPopup(id);+//   Which is essentially the same as:+//       id = str_id ? GetID(str_id) : GetItemID();+//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))+//           OpenPopup(id);+//       return BeginPopup(id);+//   The main difference being that this is tweaked to avoid computing the ID twice.+bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return false;+    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!+    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);+    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))+        OpenPopupEx(id, popup_flags);+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);+}++bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (!str_id)+        str_id = "window_context";+    ImGuiID id = window->GetID(str_id);+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);+    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))+        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())+            OpenPopupEx(id, popup_flags);+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);+}++bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (!str_id)+        str_id = "void_context";+    ImGuiID id = window->GetID(str_id);+    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);+    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))+        if (GetTopMostPopupModal() == NULL)+            OpenPopupEx(id, popup_flags);+    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);+}++// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)+// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.+// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor+//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.+//  this allows us to have tooltips/popups displayed out of the parent viewport.)+ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)+{+    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);+    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));+    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));++    // Combo Box policy (we want a connecting edge)+    if (policy == ImGuiPopupPositionPolicy_ComboBox)+    {+        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };+        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)+        {+            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];+            if (n != -1 && dir == *last_dir) // Already tried this direction?+                continue;+            ImVec2 pos;+            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)+            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right+            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left+            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left+            if (!r_outer.Contains(ImRect(pos, pos + size)))+                continue;+            *last_dir = dir;+            return pos;+        }+    }++    // Tooltip and Default popup policy+    // (Always first try the direction we used on the last frame, if any)+    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)+    {+        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };+        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)+        {+            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];+            if (n != -1 && dir == *last_dir) // Already tried this direction?+                continue;++            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);+            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);++            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)+            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))+                continue;+            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))+                continue;++            ImVec2 pos;+            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;+            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;++            // Clamp top-left corner of popup+            pos.x = ImMax(pos.x, r_outer.Min.x);+            pos.y = ImMax(pos.y, r_outer.Min.y);++            *last_dir = dir;+            return pos;+        }+    }++    // Fallback when not enough room:+    *last_dir = ImGuiDir_None;++    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.+    if (policy == ImGuiPopupPositionPolicy_Tooltip)+        return ref_pos + ImVec2(2, 2);++    // Otherwise try to keep within display+    ImVec2 pos = ref_pos;+    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);+    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);+    return pos;+}++// Note that this is used for popups, which can overlap the non work-area of individual viewports.+ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    IM_UNUSED(window);+    ImRect r_screen = ((ImGuiViewportP*)(void*)GetMainViewport())->GetMainRect();+    ImVec2 padding = g.Style.DisplaySafeAreaPadding;+    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));+    return r_screen;+}++ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;++    ImRect r_outer = GetPopupAllowedExtentRect(window);+    if (window->Flags & ImGuiWindowFlags_ChildMenu)+    {+        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.+        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.+        IM_ASSERT(g.CurrentWindow == window);+        ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2].Window;+        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).+        ImRect r_avoid;+        if (parent_window->DC.MenuBarAppending)+            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field+        else+            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);+        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);+    }+    if (window->Flags & ImGuiWindowFlags_Popup)+    {+        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here+    }+    if (window->Flags & ImGuiWindowFlags_Tooltip)+    {+        // Position tooltip (always follows mouse + clamp within outer boundaries)+        // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position.+        // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin()+        IM_ASSERT(g.CurrentWindow == window);+        const float scale = g.Style.MouseCursorScale;+        const ImVec2 ref_pos = NavCalcPreferredRefPos();+        const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale;+        ImRect r_avoid;+        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))+            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);+        else+            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.+        //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255));+        return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);+    }+    IM_ASSERT(0);+    return window->Pos;+}++//-----------------------------------------------------------------------------+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION+//-----------------------------------------------------------------------------++// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.+// In our terminology those should be interchangeable, yet right now this is super confusing.+// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.++void ImGui::SetNavWindow(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    if (g.NavWindow != window)+    {+        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");+        g.NavWindow = window;+    }+    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;+    NavUpdateAnyRequestFlag();+}++void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)+{+    ImGuiContext& g = *GImGui;+    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;+}++void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.NavWindow != NULL);+    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);+    g.NavId = id;+    g.NavLayer = nav_layer;+    g.NavFocusScopeId = focus_scope_id;+    g.NavWindow->NavLastIds[nav_layer] = id;+    g.NavWindow->NavRectRel[nav_layer] = rect_rel;++    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)+    NavClearPreferredPosForAxis(ImGuiAxis_X);+    NavClearPreferredPosForAxis(ImGuiAxis_Y);+}++void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(id != 0);++    if (g.NavWindow != window)+       SetNavWindow(window);++    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.+    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)+    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;+    g.NavId = id;+    g.NavLayer = nav_layer;+    g.NavFocusScopeId = g.CurrentFocusScopeId;+    window->NavLastIds[nav_layer] = id;+    if (g.LastItemData.ID == id)+        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);++    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)+        g.NavDisableMouseHover = true;+    else+        g.NavDisableHighlight = true;++    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)+    NavClearPreferredPosForAxis(ImGuiAxis_X);+    NavClearPreferredPosForAxis(ImGuiAxis_Y);+}++static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)+{+    if (ImFabs(dx) > ImFabs(dy))+        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;+    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;+}++static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)+{+    if (cand_max < curr_min)+        return cand_max - curr_min;+    if (curr_max < cand_min)+        return cand_min - curr_max;+    return 0.0f;+}++// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057+static bool ImGui::NavScoreItem(ImGuiNavItemData* result)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (g.NavLayer != window->DC.NavLayerCurrent)+        return false;++    // FIXME: Those are not good variables names+    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle+    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)+    g.NavScoringDebugCount++;++    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring+    if (window->ParentWindow == g.NavWindow)+    {+        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);+        if (!window->ClipRect.Overlaps(cand))+            return false;+        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window+    }++    // Compute distance between boxes+    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.+    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);+    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items+    if (dby != 0.0f && dbx != 0.0f)+        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);+    float dist_box = ImFabs(dbx) + ImFabs(dby);++    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)+    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);+    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);+    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)++    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance+    ImGuiDir quadrant;+    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;+    if (dbx != 0.0f || dby != 0.0f)+    {+        // For non-overlapping boxes, use distance between boxes+        dax = dbx;+        day = dby;+        dist_axial = dist_box;+        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);+    }+    else if (dcx != 0.0f || dcy != 0.0f)+    {+        // For overlapping boxes with different centers, use distance between centers+        dax = dcx;+        day = dcy;+        dist_axial = dist_center;+        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);+    }+    else+    {+        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)+        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;+    }++    const ImGuiDir move_dir = g.NavMoveDir;+#if IMGUI_DEBUG_NAV_SCORING+    char buf[200];+    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.+    {+        if (quadrant == move_dir)+        {+            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);+            ImDrawList* draw_list = GetForegroundDrawList(window);+            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));+            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));+            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);+        }+    }+    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);+    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));+    if (debug_hovering || debug_tty)+    {+        ImFormatString(buf, IM_ARRAYSIZE(buf),+            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",+            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);+        if (debug_hovering)+        {+            ImDrawList* draw_list = GetForegroundDrawList(window);+            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));+            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));+            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));+            draw_list->AddText(cand.Max, ~0U, buf);+        }+        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }+    }+#endif++    // Is it in the quadrant we're interested in moving to?+    bool new_best = false;+    if (quadrant == move_dir)+    {+        // Does it beat the current best candidate?+        if (dist_box < result->DistBox)+        {+            result->DistBox = dist_box;+            result->DistCenter = dist_center;+            return true;+        }+        if (dist_box == result->DistBox)+        {+            // Try using distance between center points to break ties+            if (dist_center < result->DistCenter)+            {+                result->DistCenter = dist_center;+                new_best = true;+            }+            else if (dist_center == result->DistCenter)+            {+                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items+                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),+                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.+                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance+                    new_best = true;+            }+        }+    }++    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches+    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)+    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.+    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.+    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?+    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match+        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))+            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))+            {+                result->DistAxial = dist_axial;+                new_best = true;+            }++    return new_best;+}++static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    result->Window = window;+    result->ID = g.LastItemData.ID;+    result->FocusScopeId = g.CurrentFocusScopeId;+    result->InFlags = g.LastItemData.InFlags;+    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);+}++// True when current work location may be scrolled horizontally when moving left / right.+// This is generally always true UNLESS within a column. We don't have a vertical equivalent.+void ImGui::NavUpdateCurrentWindowIsScrollPushableX()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);+}++// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)+// This is called after LastItemData is set.+static void ImGui::NavProcessItem()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    const ImGuiID id = g.LastItemData.ID;+    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;++    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)+    if (window->DC.NavIsScrollPushableX == false)+    {+        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);+        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);+    }+    const ImRect nav_bb = g.LastItemData.NavRect;++    // Process Init Request+    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)+    {+        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback+        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;+        if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0)+        {+            NavApplyItemToResult(&g.NavInitResult);+        }+        if (candidate_for_nav_default_focus)+        {+            g.NavInitRequest = false; // Found a match, clear request+            NavUpdateAnyRequestFlag();+        }+    }++    // Process Move Request (scoring for navigation)+    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)+    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)+    {+        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0;+        if (is_tabbing)+        {+            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);+        }+        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))+        {+            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;+            if (NavScoreItem(result))+                NavApplyItemToResult(result);++            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.+            const float VISIBLE_RATIO = 0.70f;+            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))+                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)+                    if (NavScoreItem(&g.NavMoveResultLocalVisible))+                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);+        }+    }++    // Update information for currently focused/navigated item+    if (g.NavId == id)+    {+        if (g.NavWindow != window)+            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.+        g.NavLayer = window->DC.NavLayerCurrent;+        g.NavFocusScopeId = g.CurrentFocusScopeId;+        g.NavIdIsAlive = true;+        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)+    }+}++// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().+// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!+// - Case 1: no nav/active id:    set result to first eligible item, stop storing.+// - Case 2: tab forward:         on ref id set counter, on counter elapse store result+// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request+// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing+// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested+void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)+{+    ImGuiContext& g = *GImGui;++    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)+        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)+            return;++    // - Can always land on an item when using API call.+    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.+    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.+    bool can_stop;+    if (move_flags & ImGuiNavMoveFlags_FocusApi)+        can_stop = true;+    else+        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));++    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)+    ImGuiNavItemData* result = &g.NavMoveResultLocal;+    if (g.NavTabbingDir == +1)+    {+        // Tab Forward or SetKeyboardFocusHere() with >= 0+        if (can_stop && g.NavTabbingResultFirst.ID == 0)+            NavApplyItemToResult(&g.NavTabbingResultFirst);+        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)+            NavMoveRequestResolveWithLastItem(result);+        else if (g.NavId == id)+            g.NavTabbingCounter = 1;+    }+    else if (g.NavTabbingDir == -1)+    {+        // Tab Backward+        if (g.NavId == id)+        {+            if (result->ID)+            {+                g.NavMoveScoringItems = false;+                NavUpdateAnyRequestFlag();+            }+        }+        else if (can_stop)+        {+            // Keep applying until reaching NavId+            NavApplyItemToResult(result);+        }+    }+    else if (g.NavTabbingDir == 0)+    {+        if (can_stop && g.NavId == id)+            NavMoveRequestResolveWithLastItem(result);+        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init+            NavApplyItemToResult(&g.NavTabbingResultFirst);+    }+}++bool ImGui::NavMoveRequestButNoResultYet()+{+    ImGuiContext& g = *GImGui;+    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;+}++// FIXME: ScoringRect is not set+void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.NavWindow != NULL);++    if (move_flags & ImGuiNavMoveFlags_IsTabbing)+        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;++    g.NavMoveSubmitted = g.NavMoveScoringItems = true;+    g.NavMoveDir = move_dir;+    g.NavMoveDirForDebug = move_dir;+    g.NavMoveClipDir = clip_dir;+    g.NavMoveFlags = move_flags;+    g.NavMoveScrollFlags = scroll_flags;+    g.NavMoveForwardToNextFrame = false;+    g.NavMoveKeyMods = g.IO.KeyMods;+    g.NavMoveResultLocal.Clear();+    g.NavMoveResultLocalVisible.Clear();+    g.NavMoveResultOther.Clear();+    g.NavTabbingCounter = 0;+    g.NavTabbingResultFirst.Clear();+    NavUpdateAnyRequestFlag();+}++void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)+{+    ImGuiContext& g = *GImGui;+    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing+    NavApplyItemToResult(result);+    NavUpdateAnyRequestFlag();+}++// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere+void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data)+{+    ImGuiContext& g = *GImGui;+    g.NavMoveScoringItems = false;+    g.LastItemData.ID = tree_node_data->ID;+    g.LastItemData.InFlags = tree_node_data->InFlags;+    g.LastItemData.NavRect = tree_node_data->NavRect;+    NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult()+    NavClearPreferredPosForAxis(ImGuiAxis_Y);+    NavUpdateAnyRequestFlag();+}++void ImGui::NavMoveRequestCancel()+{+    ImGuiContext& g = *GImGui;+    g.NavMoveSubmitted = g.NavMoveScoringItems = false;+    NavUpdateAnyRequestFlag();+}++// Forward will reuse the move request again on the next frame (generally with modifications done to it)+void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.NavMoveForwardToNextFrame == false);+    NavMoveRequestCancel();+    g.NavMoveForwardToNextFrame = true;+    g.NavMoveDir = move_dir;+    g.NavMoveClipDir = clip_dir;+    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;+    g.NavMoveScrollFlags = scroll_flags;+}++// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire+// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.+void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY++    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:+    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().+    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)+        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;+}++// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).+// This way we could find the last focused window among our children. It would be much less confusing this way?+static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)+{+    ImGuiWindow* parent = nav_window;+    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)+        parent = parent->ParentWindow;+    if (parent && parent != nav_window)+        parent->NavLastChildNavWindow = nav_window;+}++// Restore the last focused child.+// Call when we are expected to land on the Main Layer (0) after FocusWindow()+static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)+{+    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)+        return window->NavLastChildNavWindow;+    return window;+}++void ImGui::NavRestoreLayer(ImGuiNavLayer layer)+{+    ImGuiContext& g = *GImGui;+    if (layer == ImGuiNavLayer_Main)+    {+        ImGuiWindow* prev_nav_window = g.NavWindow;+        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?+        if (prev_nav_window)+            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);+    }+    ImGuiWindow* window = g.NavWindow;+    if (window->NavLastIds[layer] != 0)+    {+        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);+    }+    else+    {+        g.NavLayer = layer;+        NavInitWindow(window, true);+    }+}++void ImGui::NavRestoreHighlightAfterMove()+{+    ImGuiContext& g = *GImGui;+    g.NavDisableHighlight = false;+    g.NavDisableMouseHover = g.NavMousePosDirty = true;+}++static inline void ImGui::NavUpdateAnyRequestFlag()+{+    ImGuiContext& g = *GImGui;+    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);+    if (g.NavAnyRequest)+        IM_ASSERT(g.NavWindow != NULL);+}++// This needs to be called before we submit any widget (aka in or before Begin)+void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(window == g.NavWindow);++    if (window->Flags & ImGuiWindowFlags_NoNavInputs)+    {+        g.NavId = 0;+        g.NavFocusScopeId = window->NavRootFocusScopeId;+        return;+    }++    bool init_for_nav = false;+    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)+        init_for_nav = true;+    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);+    if (init_for_nav)+    {+        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());+        g.NavInitRequest = true;+        g.NavInitRequestFromMove = false;+        g.NavInitResult.ID = 0;+        NavUpdateAnyRequestFlag();+    }+    else+    {+        g.NavId = window->NavLastIds[0];+        g.NavFocusScopeId = window->NavRootFocusScopeId;+    }+}++static ImVec2 ImGui::NavCalcPreferredRefPos()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.NavWindow;+    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)+    {+        // Mouse (we need a fallback in case the mouse becomes invalid after being used)+        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.+        // In theory we could move that +1.0f offset in OpenPopupEx()+        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;+        return ImVec2(p.x + 1.0f, p.y);+    }+    else+    {+        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item+        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)+        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);+        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))+        {+            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);+            rect_rel.Translate(window->Scroll - next_scroll);+        }+        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));+        ImGuiViewport* viewport = GetMainViewport();+        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.+    }+}++float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)+{+    ImGuiContext& g = *GImGui;+    float repeat_delay, repeat_rate;+    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);++    ImGuiKey key_less, key_more;+    if (g.NavInputSource == ImGuiInputSource_Gamepad)+    {+        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;+        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;+    }+    else+    {+        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;+        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;+    }+    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);+    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase+        amount = 0.0f;+    return amount;+}++static void ImGui::NavUpdate()+{+    ImGuiContext& g = *GImGui;+    ImGuiIO& io = g.IO;++    io.WantSetMousePos = false;+    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);++    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)+    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?+    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;+    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };+    if (nav_gamepad_active)+        for (ImGuiKey key : nav_gamepad_keys_to_change_source)+            if (IsKeyDown(key))+                g.NavInputSource = ImGuiInputSource_Gamepad;+    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;+    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };+    if (nav_keyboard_active)+        for (ImGuiKey key : nav_keyboard_keys_to_change_source)+            if (IsKeyDown(key))+                g.NavInputSource = ImGuiInputSource_Keyboard;++    // Process navigation init request (select first/default focus)+    g.NavJustMovedToId = 0;+    if (g.NavInitResult.ID != 0)+        NavInitRequestApplyResult();+    g.NavInitRequest = false;+    g.NavInitRequestFromMove = false;+    g.NavInitResult.ID = 0;++    // Process navigation move request+    if (g.NavMoveSubmitted)+        NavMoveRequestApplyResult();+    g.NavTabbingCounter = 0;+    g.NavMoveSubmitted = g.NavMoveScoringItems = false;++    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)+    bool set_mouse_pos = false;+    if (g.NavMousePosDirty && g.NavIdIsAlive)+        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)+            set_mouse_pos = true;+    g.NavMousePosDirty = false;+    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);++    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0+    if (g.NavWindow)+        NavSaveLastChildNavWindowIntoParent(g.NavWindow);+    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)+        g.NavWindow->NavLastChildNavWindow = NULL;++    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)+    NavUpdateWindowing();++    // Set output flags for user application+    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);+    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);++    // Process NavCancel input (to close a popup, get back to parent, clear focus)+    NavUpdateCancelRequest();++    // Process manual activation request+    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;+    g.NavActivateFlags = ImGuiActivateFlags_None;+    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))+    {+        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));+        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));+        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));+        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));+        if (g.ActiveId == 0 && activate_pressed)+        {+            g.NavActivateId = g.NavId;+            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;+        }+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)+        {+            g.NavActivateId = g.NavId;+            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;+        }+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))+            g.NavActivateDownId = g.NavId;+        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))+            g.NavActivatePressedId = g.NavId;+    }+    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))+        g.NavDisableHighlight = true;+    if (g.NavActivateId != 0)+        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);++    // Process programmatic activation request+    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)+    if (g.NavNextActivateId != 0)+    {+        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;+        g.NavActivateFlags = g.NavNextActivateFlags;+    }+    g.NavNextActivateId = 0;++    // Process move requests+    NavUpdateCreateMoveRequest();+    if (g.NavMoveDir == ImGuiDir_None)+        NavUpdateCreateTabbingRequest();+    NavUpdateAnyRequestFlag();+    g.NavIdIsAlive = false;++    // Scrolling+    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)+    {+        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item+        ImGuiWindow* window = g.NavWindow;+        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.+        const ImGuiDir move_dir = g.NavMoveDir;+        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)+        {+            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)+                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));+            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)+                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));+        }++        // *Normal* Manual scroll with LStick+        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.+        if (nav_gamepad_active)+        {+            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);+            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;+            if (scroll_dir.x != 0.0f && window->ScrollbarX)+                SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));+            if (scroll_dir.y != 0.0f)+                SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));+        }+    }++    // Always prioritize mouse highlight if navigation is disabled+    if (!nav_keyboard_active && !nav_gamepad_active)+    {+        g.NavDisableHighlight = true;+        g.NavDisableMouseHover = set_mouse_pos = false;+    }++    // Update mouse position if requested+    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)+    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))+    {+        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();+        io.WantSetMousePos = true;+        //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);+    }++    // [DEBUG]+    g.NavScoringDebugCount = 0;+#if IMGUI_DEBUG_NAV_RECTS+    if (ImGuiWindow* debug_window = g.NavWindow)+    {+        ImDrawList* draw_list = GetForegroundDrawList(debug_window);+        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }+        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }+    }+#endif+}++void ImGui::NavInitRequestApplyResult()+{+    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)+    ImGuiContext& g = *GImGui;+    if (!g.NavWindow)+        return;++    ImGuiNavItemData* result = &g.NavInitResult;+    if (g.NavId != result->ID)+    {+        g.NavJustMovedToId = result->ID;+        g.NavJustMovedToFocusScopeId = result->FocusScopeId;+        g.NavJustMovedToKeyMods = 0;+    }++    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)+    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.+    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);+    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);+    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result+    if (g.NavInitRequestFromMove)+        NavRestoreHighlightAfterMove();+}++// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position+static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)+{+    // Bias initial rect+    ImGuiContext& g = *GImGui;+    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;++    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.+    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.+    // - But each successful move sets new bias on one axis, only cleared when using mouse.+    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)+    {+        if (preferred_pos_rel.x == FLT_MAX)+            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;+        if (preferred_pos_rel.y == FLT_MAX)+            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;+    }++    // Apply general bias on the other axis+    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)+        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;+    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)+        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;+}++void ImGui::NavUpdateCreateMoveRequest()+{+    ImGuiContext& g = *GImGui;+    ImGuiIO& io = g.IO;+    ImGuiWindow* window = g.NavWindow;+    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;+    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;++    if (g.NavMoveForwardToNextFrame && window != NULL)+    {+        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)+        // (preserve most state, which were already set by the NavMoveRequestForward() function)+        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);+        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);+        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);+    }+    else+    {+        // Initiate directional inputs request+        g.NavMoveDir = ImGuiDir_None;+        g.NavMoveFlags = ImGuiNavMoveFlags_None;+        g.NavMoveScrollFlags = ImGuiScrollFlags_None;+        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))+        {+            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;+            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }+            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }+            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }+            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }+        }+        g.NavMoveClipDir = g.NavMoveDir;+        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);+    }++    // Update PageUp/PageDown/Home/End scroll+    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?+    float scoring_rect_offset_y = 0.0f;+    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)+        scoring_rect_offset_y = NavUpdatePageUpPageDown();+    if (scoring_rect_offset_y != 0.0f)+    {+        g.NavScoringNoClipRect = window->InnerRect;+        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);+    }++    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.+#if IMGUI_DEBUG_NAV_SCORING+    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))+    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);+    if (io.KeyCtrl)+    {+        if (g.NavMoveDir == ImGuiDir_None)+            g.NavMoveDir = g.NavMoveDirForDebug;+        g.NavMoveClipDir = g.NavMoveDir;+        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;+    }+#endif++    // Submit+    g.NavMoveForwardToNextFrame = false;+    if (g.NavMoveDir != ImGuiDir_None)+        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);++    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)+    if (g.NavMoveSubmitted && g.NavId == 0)+    {+        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);+        g.NavInitRequest = g.NavInitRequestFromMove = true;+        g.NavInitResult.ID = 0;+        g.NavDisableHighlight = false;+    }++    // When using gamepad, we project the reference nav bounding box into window visible area.+    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,+    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).+    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))+    {+        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;+        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;+        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));++        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)+        // Otherwise 'inner_rect_rel' would be off on the move result frame.+        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);++        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))+        {+            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");+            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);+            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item+            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;+            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;+            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;+            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;+            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);+            g.NavId = 0;+        }+    }++    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)+    ImRect scoring_rect;+    if (window != NULL)+    {+        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);+        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);+        scoring_rect.TranslateY(scoring_rect_offset_y);+        if (g.NavMoveSubmitted)+            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);+        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().+        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]+        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]+    }+    g.NavScoringRect = scoring_rect;+    g.NavScoringNoClipRect.Add(scoring_rect);+}++void ImGui::NavUpdateCreateTabbingRequest()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.NavWindow;+    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);+    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))+        return;++    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;+    if (!tab_pressed)+        return;++    // Initiate tabbing request+    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)+    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.+    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.+    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;+    if (nav_keyboard_active)+        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;+    else+        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;+    ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate;+    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;+    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;+    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.+    g.NavTabbingCounter = -1;+}++// Apply result from previous frame navigation directional move request. Always called from NavUpdate()+void ImGui::NavMoveRequestApplyResult()+{+    ImGuiContext& g = *GImGui;+#if IMGUI_DEBUG_NAV_SCORING+    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times+        return;+#endif++    // Select which result to use+    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;++    // Tabbing forward wrap+    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL)+        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)+            result = &g.NavTabbingResultFirst;++    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)+    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;+    if (result == NULL)+    {+        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)+            g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;+        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)+            NavRestoreHighlightAfterMove();+        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.+        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");+        return;+    }++    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.+    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)+        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)+            result = &g.NavMoveResultLocalVisible;++    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.+    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)+        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))+            result = &g.NavMoveResultOther;+    IM_ASSERT(g.NavWindow && result->Window);++    // Scroll to keep newly navigated item fully into view.+    if (g.NavLayer == ImGuiNavLayer_Main)+    {+        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);+        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);++        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)+        {+            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?+            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;+            SetScrollY(result->Window, scroll_target);+        }+    }++    if (g.NavWindow != result->Window)+    {+        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);+        g.NavWindow = result->Window;+    }+    if (g.ActiveId != result->ID)+        ClearActiveID();++    // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)+    // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior.+    if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0)+    {+        g.NavJustMovedToId = result->ID;+        g.NavJustMovedToFocusScopeId = result->FocusScopeId;+        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;+    }++    // Apply new NavID/Focus+    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);+    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];+    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);++    // Restore last preferred position for current axis+    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)+    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0)+    {+        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];+        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;+    }++    // Tabbing: Activates Inputable, otherwise only Focus+    if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0)+        g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate;++    // Activate+    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)+    {+        g.NavNextActivateId = result->ID;+        g.NavNextActivateFlags = ImGuiActivateFlags_None;+        g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight;+        if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing)+            g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;+    }++    // Enable nav highlight+    if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0)+        NavRestoreHighlightAfterMove();+}++// Process NavCancel input (to close a popup, get back to parent, clear focus)+// FIXME: In order to support e.g. Escape to clear a selection we'll need:+// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.+// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept+static void ImGui::NavUpdateCancelRequest()+{+    ImGuiContext& g = *GImGui;+    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;+    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;+    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))+        return;++    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");+    if (g.ActiveId != 0)+    {+        ClearActiveID();+    }+    else if (g.NavLayer != ImGuiNavLayer_Main)+    {+        // Leave the "menu" layer+        NavRestoreLayer(ImGuiNavLayer_Main);+        NavRestoreHighlightAfterMove();+    }+    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)+    {+        // Exit child window+        ImGuiWindow* child_window = g.NavWindow;+        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;+        IM_ASSERT(child_window->ChildId != 0);+        ImRect child_rect = child_window->Rect();+        FocusWindow(parent_window);+        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));+        NavRestoreHighlightAfterMove();+    }+    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))+    {+        // Close open popup/menu+        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);+    }+    else+    {+        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were+        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))+            g.NavWindow->NavLastIds[0] = 0;+        g.NavId = 0;+    }+}++// Handle PageUp/PageDown/Home/End keys+// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request+// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference+// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?+static float ImGui::NavUpdatePageUpPageDown()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.NavWindow;+    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)+        return 0.0f;++    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);+    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);+    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);+    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);+    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out+        return 0.0f;++    if (g.NavLayer != ImGuiNavLayer_Main)+        NavRestoreLayer(ImGuiNavLayer_Main);++    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)+    {+        // Fallback manual-scroll when window has no navigable item+        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))+            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());+        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))+            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());+        else if (home_pressed)+            SetScrollY(window, 0.0f);+        else if (end_pressed)+            SetScrollY(window, window->ScrollMax.y);+    }+    else+    {+        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];+        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());+        float nav_scoring_rect_offset_y = 0.0f;+        if (IsKeyPressed(ImGuiKey_PageUp, true))+        {+            nav_scoring_rect_offset_y = -page_offset_y;+            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)+            g.NavMoveClipDir = ImGuiDir_Up;+            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;+        }+        else if (IsKeyPressed(ImGuiKey_PageDown, true))+        {+            nav_scoring_rect_offset_y = +page_offset_y;+            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)+            g.NavMoveClipDir = ImGuiDir_Down;+            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove;+        }+        else if (home_pressed)+        {+            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y+            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.+            // Preserve current horizontal position if we have any.+            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;+            if (nav_rect_rel.IsInverted())+                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;+            g.NavMoveDir = ImGuiDir_Down;+            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;+            // FIXME-NAV: MoveClipDir left to _None, intentional?+        }+        else if (end_pressed)+        {+            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;+            if (nav_rect_rel.IsInverted())+                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;+            g.NavMoveDir = ImGuiDir_Up;+            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;+            // FIXME-NAV: MoveClipDir left to _None, intentional?+        }+        return nav_scoring_rect_offset_y;+    }+    return 0.0f;+}++static void ImGui::NavEndFrame()+{+    ImGuiContext& g = *GImGui;++    // Show CTRL+TAB list window+    if (g.NavWindowingTarget != NULL)+        NavUpdateWindowingOverlay();++    // Perform wrap-around in menus+    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.+    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.+    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)+        NavUpdateCreateWrappingRequest();+}++static void ImGui::NavUpdateCreateWrappingRequest()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.NavWindow;++    bool do_forward = false;+    ImRect bb_rel = window->NavRectRel[g.NavLayer];+    ImGuiDir clip_dir = g.NavMoveDir;++    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;+    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;+    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))+    {+        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;+        if (move_flags & ImGuiNavMoveFlags_WrapX)+        {+            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row+            clip_dir = ImGuiDir_Up;+        }+        do_forward = true;+    }+    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))+    {+        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;+        if (move_flags & ImGuiNavMoveFlags_WrapX)+        {+            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row+            clip_dir = ImGuiDir_Down;+        }+        do_forward = true;+    }+    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))+    {+        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;+        if (move_flags & ImGuiNavMoveFlags_WrapY)+        {+            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column+            clip_dir = ImGuiDir_Left;+        }+        do_forward = true;+    }+    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))+    {+        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;+        if (move_flags & ImGuiNavMoveFlags_WrapY)+        {+            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column+            clip_dir = ImGuiDir_Right;+        }+        do_forward = true;+    }+    if (!do_forward)+        return;+    window->NavRectRel[g.NavLayer] = bb_rel;+    NavClearPreferredPosForAxis(ImGuiAxis_X);+    NavClearPreferredPosForAxis(ImGuiAxis_Y);+    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);+}++static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    IM_UNUSED(g);+    int order = window->FocusOrder;+    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)+    IM_ASSERT(g.WindowsFocusOrder[order] == window);+    return order;+}++static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)+{+    ImGuiContext& g = *GImGui;+    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)+        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))+            return g.WindowsFocusOrder[i];+    return NULL;+}++static void NavUpdateWindowingHighlightWindow(int focus_change_dir)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.NavWindowingTarget);+    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)+        return;++    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);+    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);+    if (!window_target)+        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);+    if (window_target) // Don't reset windowing target if there's a single window in the list+    {+        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;+        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);+    }+    g.NavWindowingToggleLayer = false;+}++// Windowing management mode+// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)+// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)+static void ImGui::NavUpdateWindowing()+{+    ImGuiContext& g = *GImGui;+    ImGuiIO& io = g.IO;++    ImGuiWindow* apply_focus_window = NULL;+    bool apply_toggle_layer = false;++    ImGuiWindow* modal_window = GetTopMostPopupModal();+    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.+    if (!allow_windowing)+        g.NavWindowingTarget = NULL;++    // Fade out+    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)+    {+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);+        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)+            g.NavWindowingTargetAnim = NULL;+    }++    // Start CTRL+Tab or Square+L/R window selection+    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");+    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;+    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;+    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);+    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);+    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);+    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!+    if (start_windowing_with_gamepad || start_windowing_with_keyboard)+        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))+        {+            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;+            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;+            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);+            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer+            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;++            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.+            if (keyboard_next_window || keyboard_prev_window)+                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);+        }++    // Gamepad update+    g.NavWindowingTimer += io.DeltaTime;+    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)+    {+        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));++        // Select window to focus+        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);+        if (focus_change_dir != 0)+        {+            NavUpdateWindowingHighlightWindow(focus_change_dir);+            g.NavWindowingHighlightAlpha = 1.0f;+        }++        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)+        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))+        {+            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.+            if (g.NavWindowingToggleLayer && g.NavWindow)+                apply_toggle_layer = true;+            else if (!g.NavWindowingToggleLayer)+                apply_focus_window = g.NavWindowingTarget;+            g.NavWindowingTarget = NULL;+        }+    }++    // Keyboard: Focus+    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)+    {+        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise+        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;+        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.+        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f+        if (keyboard_next_window || keyboard_prev_window)+            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);+        else if ((io.KeyMods & shared_mods) != shared_mods)+            apply_focus_window = g.NavWindowingTarget;+    }++    // Keyboard: Press and Release ALT to toggle menu layer+    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.+    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.+    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))+    {+        g.NavWindowingToggleLayer = true;+        g.NavInputSource = ImGuiInputSource_Keyboard;+    }+    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)+    {+        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)+        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)+        // We cancel toggling nav layer if an owner has claimed the key.+        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)+            g.NavWindowingToggleLayer = false;++        // Apply layer toggle on release+        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.+        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)+            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)+                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))+                    apply_toggle_layer = true;+        if (!IsKeyDown(ImGuiMod_Alt))+            g.NavWindowingToggleLayer = false;+    }++    // Move window+    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))+    {+        ImVec2 nav_move_dir;+        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)+            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);+        if (g.NavInputSource == ImGuiInputSource_Gamepad)+            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);+        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)+        {+            const float NAV_MOVE_SPEED = 800.0f;+            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);+            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;+            g.NavDisableMouseHover = true;+            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);+            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)+            {+                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;+                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);+                g.NavWindowingAccumDeltaPos -= accum_floored;+            }+        }+    }++    // Apply final focus+    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))+    {+        ClearActiveID();+        NavRestoreHighlightAfterMove();+        ClosePopupsOverWindow(apply_focus_window, false);+        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);+        apply_focus_window = g.NavWindow;+        if (apply_focus_window->NavLastIds[0] == 0)+            NavInitWindow(apply_focus_window, false);++        // If the window has ONLY a menu layer (no main layer), select it directly+        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,+        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since+        // the target window as already been previewed once.+        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,+        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*+        // won't be valid.+        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))+            g.NavLayer = ImGuiNavLayer_Menu;+    }+    if (apply_focus_window)+        g.NavWindowingTarget = NULL;++    // Apply menu/layer toggle+    if (apply_toggle_layer && g.NavWindow)+    {+        ClearActiveID();++        // Move to parent menu if necessary+        ImGuiWindow* new_nav_window = g.NavWindow;+        while (new_nav_window->ParentWindow+            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0+            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0+            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)+            new_nav_window = new_nav_window->ParentWindow;+        if (new_nav_window != g.NavWindow)+        {+            ImGuiWindow* old_nav_window = g.NavWindow;+            FocusWindow(new_nav_window);+            new_nav_window->NavLastChildNavWindow = old_nav_window;+        }++        // Toggle layer+        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;+        if (new_nav_layer != g.NavLayer)+        {+            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)+            if (new_nav_layer == ImGuiNavLayer_Menu)+                g.NavWindow->NavLastIds[new_nav_layer] = 0;+            NavRestoreLayer(new_nav_layer);+            NavRestoreHighlightAfterMove();+        }+    }+}++// Window has already passed the IsWindowNavFocusable()+static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)+{+    if (window->Flags & ImGuiWindowFlags_Popup)+        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);+    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)+        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);+    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);+}++// Overlay displayed when using CTRL+TAB. Called by EndFrame().+void ImGui::NavUpdateWindowingOverlay()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.NavWindowingTarget != NULL);++    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)+        return;++    if (g.NavWindowingListWindow == NULL)+        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");+    const ImGuiViewport* viewport = GetMainViewport();+    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));+    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));+    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);+    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);+    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)+    {+        ImGuiWindow* window = g.WindowsFocusOrder[n];+        IM_ASSERT(window != NULL); // Fix static analyzers+        if (!IsWindowNavFocusable(window))+            continue;+        const char* label = window->Name;+        if (label == FindRenderedTextEnd(label))+            label = GetFallbackWindowNameForWindowingList(window);+        Selectable(label, g.NavWindowingTarget == window);+    }+    End();+    PopStyleVar();+}+++//-----------------------------------------------------------------------------+// [SECTION] DRAG AND DROP+//-----------------------------------------------------------------------------++bool ImGui::IsDragDropActive()+{+    ImGuiContext& g = *GImGui;+    return g.DragDropActive;+}++void ImGui::ClearDragDrop()+{+    ImGuiContext& g = *GImGui;+    g.DragDropActive = false;+    g.DragDropPayload.Clear();+    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;+    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;+    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;+    g.DragDropAcceptFrameCount = -1;++    g.DragDropPayloadBufHeap.clear();+    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));+}++// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()+// If the item has an identifier:+// - This assume/require the item to be activated (typically via ButtonBehavior).+// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.+// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.+// If the item has no identifier:+// - Currently always assume left mouse button.+bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,+    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).+    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;++    bool source_drag_active = false;+    ImGuiID source_id = 0;+    ImGuiID source_parent_id = 0;+    if (!(flags & ImGuiDragDropFlags_SourceExtern))+    {+        source_id = g.LastItemData.ID;+        if (source_id != 0)+        {+            // Common path: items with ID+            if (g.ActiveId != source_id)+                return false;+            if (g.ActiveIdMouseButton != -1)+                mouse_button = g.ActiveIdMouseButton;+            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)+                return false;+            g.ActiveIdAllowOverlap = false;+        }+        else+        {+            // Uncommon path: items without ID+            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)+                return false;+            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))+                return false;++            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:+            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.+            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))+            {+                IM_ASSERT(0);+                return false;+            }++            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()+            // We build a throwaway ID based on current ID stack + relative AABB of items in window.+            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.+            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.+            // Rely on keeping other window->LastItemXXX fields intact.+            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);+            KeepAliveID(source_id);+            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags);+            if (is_hovered && g.IO.MouseClicked[mouse_button])+            {+                SetActiveID(source_id, window);+                FocusWindow(window);+            }+            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.+                g.ActiveIdAllowOverlap = is_hovered;+        }+        if (g.ActiveId != source_id)+            return false;+        source_parent_id = window->IDStack.back();+        source_drag_active = IsMouseDragging(mouse_button);++        // Disable navigation and key inputs while dragging + cancel existing request if any+        SetActiveIdUsingAllKeyboardKeys();+    }+    else+    {+        window = NULL;+        source_id = ImHashStr("#SourceExtern");+        source_drag_active = true;+    }++    if (source_drag_active)+    {+        if (!g.DragDropActive)+        {+            IM_ASSERT(source_id != 0);+            ClearDragDrop();+            ImGuiPayload& payload = g.DragDropPayload;+            payload.SourceId = source_id;+            payload.SourceParentId = source_parent_id;+            g.DragDropActive = true;+            g.DragDropSourceFlags = flags;+            g.DragDropMouseButton = mouse_button;+            if (payload.SourceId == g.ActiveId)+                g.ActiveIdNoClearOnFocusLoss = true;+        }+        g.DragDropSourceFrameCount = g.FrameCount;+        g.DragDropWithinSource = true;++        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))+        {+            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)+            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.+            bool ret = BeginTooltip();+            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().+            IM_UNUSED(ret);++            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))+                SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);+        }++        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))+            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;++        return true;+    }+    return false;+}++void ImGui::EndDragDropSource()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.DragDropActive);+    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");++    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))+        EndTooltip();++    // Discard the drag if have not called SetDragDropPayload()+    if (g.DragDropPayload.DataFrameCount == -1)+        ClearDragDrop();+    g.DragDropWithinSource = false;+}++// Use 'cond' to choose to submit payload on drag start or every frame+bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)+{+    ImGuiContext& g = *GImGui;+    ImGuiPayload& payload = g.DragDropPayload;+    if (cond == 0)+        cond = ImGuiCond_Always;++    IM_ASSERT(type != NULL);+    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");+    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));+    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);+    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()++    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)+    {+        // Copy payload+        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));+        g.DragDropPayloadBufHeap.resize(0);+        if (data_size > sizeof(g.DragDropPayloadBufLocal))+        {+            // Store in heap+            g.DragDropPayloadBufHeap.resize((int)data_size);+            payload.Data = g.DragDropPayloadBufHeap.Data;+            memcpy(payload.Data, data, data_size);+        }+        else if (data_size > 0)+        {+            // Store locally+            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));+            payload.Data = g.DragDropPayloadBufLocal;+            memcpy(payload.Data, data, data_size);+        }+        else+        {+            payload.Data = NULL;+        }+        payload.DataSize = (int)data_size;+    }+    payload.DataFrameCount = g.FrameCount;++    // Return whether the payload has been accepted+    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);+}++bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    if (!g.DragDropActive)+        return false;++    ImGuiWindow* window = g.CurrentWindow;+    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;+    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)+        return false;+    IM_ASSERT(id != 0);+    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))+        return false;+    if (window->SkipItems)+        return false;++    IM_ASSERT(g.DragDropWithinTarget == false);+    g.DragDropTargetRect = bb;+    g.DragDropTargetId = id;+    g.DragDropWithinTarget = true;+    return true;+}++// We don't use BeginDragDropTargetCustom() and duplicate its code because:+// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.+// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.+// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)+bool ImGui::BeginDragDropTarget()+{+    ImGuiContext& g = *GImGui;+    if (!g.DragDropActive)+        return false;++    ImGuiWindow* window = g.CurrentWindow;+    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))+        return false;+    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;+    if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)+        return false;++    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;+    ImGuiID id = g.LastItemData.ID;+    if (id == 0)+    {+        id = window->GetIDFromRectangle(display_rect);+        KeepAliveID(id);+    }+    if (g.DragDropPayload.SourceId == id)+        return false;++    IM_ASSERT(g.DragDropWithinTarget == false);+    g.DragDropTargetRect = display_rect;+    g.DragDropTargetId = id;+    g.DragDropWithinTarget = true;+    return true;+}++bool ImGui::IsDragDropPayloadBeingAccepted()+{+    ImGuiContext& g = *GImGui;+    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;+}++const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiPayload& payload = g.DragDropPayload;+    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?+    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?+    if (type != NULL && !payload.IsDataType(type))+        return NULL;++    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.+    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!+    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);+    ImRect r = g.DragDropTargetRect;+    float r_surface = r.GetWidth() * r.GetHeight();+    if (r_surface > g.DragDropAcceptIdCurrRectSurface)+        return NULL;++    g.DragDropAcceptFlags = flags;+    g.DragDropAcceptIdCurr = g.DragDropTargetId;+    g.DragDropAcceptIdCurrRectSurface = r_surface;+    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);++    // Render default drop visuals+    payload.Preview = was_accepted_previously;+    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)+    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)+        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);++    g.DragDropAcceptFrameCount = g.FrameCount;+    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()+    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))+        return NULL;++    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);+    return &payload;+}++// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.+void ImGui::RenderDragDropTargetRect(const ImRect& bb)+{+    GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);+}++const ImGuiPayload* ImGui::GetDragDropPayload()+{+    ImGuiContext& g = *GImGui;+    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;+}++void ImGui::EndDragDropTarget()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.DragDropActive);+    IM_ASSERT(g.DragDropWithinTarget);+    g.DragDropWithinTarget = false;++    // Clear drag and drop state payload right after delivery+    if (g.DragDropPayload.Delivery)+        ClearDragDrop();+}++//-----------------------------------------------------------------------------+// [SECTION] LOGGING/CAPTURING+//-----------------------------------------------------------------------------+// All text output from the interface can be captured into tty/file/clipboard.+// By default, tree nodes are automatically opened during logging.+//-----------------------------------------------------------------------------++// Pass text data straight to log (without being displayed)+static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)+{+    if (g.LogFile)+    {+        g.LogBuffer.Buf.resize(0);+        g.LogBuffer.appendfv(fmt, args);+        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);+    }+    else+    {+        g.LogBuffer.appendfv(fmt, args);+    }+}++void ImGui::LogText(const char* fmt, ...)+{+    ImGuiContext& g = *GImGui;+    if (!g.LogEnabled)+        return;++    va_list args;+    va_start(args, fmt);+    LogTextV(g, fmt, args);+    va_end(args);+}++void ImGui::LogTextV(const char* fmt, va_list args)+{+    ImGuiContext& g = *GImGui;+    if (!g.LogEnabled)+        return;++    LogTextV(g, fmt, args);+}++// Internal version that takes a position to decide on newline placement and pad items according to their depth.+// We split text into individual lines to add current tree level padding+// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.+void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    const char* prefix = g.LogNextPrefix;+    const char* suffix = g.LogNextSuffix;+    g.LogNextPrefix = g.LogNextSuffix = NULL;++    if (!text_end)+        text_end = FindRenderedTextEnd(text, text_end);++    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);+    if (ref_pos)+        g.LogLinePosY = ref_pos->y;+    if (log_new_line)+    {+        LogText(IM_NEWLINE);+        g.LogLineFirstItem = true;+    }++    if (prefix)+        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.++    // Re-adjust padding if we have popped out of our starting depth+    if (g.LogDepthRef > window->DC.TreeDepth)+        g.LogDepthRef = window->DC.TreeDepth;+    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);++    const char* text_remaining = text;+    for (;;)+    {+        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.+        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.+        const char* line_start = text_remaining;+        const char* line_end = ImStreolRange(line_start, text_end);+        const bool is_last_line = (line_end == text_end);+        if (line_start != line_end || !is_last_line)+        {+            const int line_length = (int)(line_end - line_start);+            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;+            LogText("%*s%.*s", indentation, "", line_length, line_start);+            g.LogLineFirstItem = false;+            if (*line_end == '\n')+            {+                LogText(IM_NEWLINE);+                g.LogLineFirstItem = true;+            }+        }+        if (is_last_line)+            break;+        text_remaining = line_end + 1;+    }++    if (suffix)+        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));+}++// Start logging/capturing text output+void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    IM_ASSERT(g.LogEnabled == false);+    IM_ASSERT(g.LogFile == NULL);+    IM_ASSERT(g.LogBuffer.empty());+    g.LogEnabled = true;+    g.LogType = type;+    g.LogNextPrefix = g.LogNextSuffix = NULL;+    g.LogDepthRef = window->DC.TreeDepth;+    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);+    g.LogLinePosY = FLT_MAX;+    g.LogLineFirstItem = true;+}++// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)+void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)+{+    ImGuiContext& g = *GImGui;+    g.LogNextPrefix = prefix;+    g.LogNextSuffix = suffix;+}++void ImGui::LogToTTY(int auto_open_depth)+{+    ImGuiContext& g = *GImGui;+    if (g.LogEnabled)+        return;+    IM_UNUSED(auto_open_depth);+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS+    LogBegin(ImGuiLogType_TTY, auto_open_depth);+    g.LogFile = stdout;+#endif+}++// Start logging/capturing text output to given file+void ImGui::LogToFile(int auto_open_depth, const char* filename)+{+    ImGuiContext& g = *GImGui;+    if (g.LogEnabled)+        return;++    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still+    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.+    // By opening the file in binary mode "ab" we have consistent output everywhere.+    if (!filename)+        filename = g.IO.LogFilename;+    if (!filename || !filename[0])+        return;+    ImFileHandle f = ImFileOpen(filename, "ab");+    if (!f)+    {+        IM_ASSERT(0);+        return;+    }++    LogBegin(ImGuiLogType_File, auto_open_depth);+    g.LogFile = f;+}++// Start logging/capturing text output to clipboard+void ImGui::LogToClipboard(int auto_open_depth)+{+    ImGuiContext& g = *GImGui;+    if (g.LogEnabled)+        return;+    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);+}++void ImGui::LogToBuffer(int auto_open_depth)+{+    ImGuiContext& g = *GImGui;+    if (g.LogEnabled)+        return;+    LogBegin(ImGuiLogType_Buffer, auto_open_depth);+}++void ImGui::LogFinish()+{+    ImGuiContext& g = *GImGui;+    if (!g.LogEnabled)+        return;++    LogText(IM_NEWLINE);+    switch (g.LogType)+    {+    case ImGuiLogType_TTY:+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS+        fflush(g.LogFile);+#endif+        break;+    case ImGuiLogType_File:+        ImFileClose(g.LogFile);+        break;+    case ImGuiLogType_Buffer:+        break;+    case ImGuiLogType_Clipboard:+        if (!g.LogBuffer.empty())+            SetClipboardText(g.LogBuffer.begin());+        break;+    case ImGuiLogType_None:+        IM_ASSERT(0);+        break;+    }++    g.LogEnabled = false;+    g.LogType = ImGuiLogType_None;+    g.LogFile = NULL;+    g.LogBuffer.clear();+}++// Helper to display logging buttons+// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)+void ImGui::LogButtons()+{+    ImGuiContext& g = *GImGui;++    PushID("LogButtons");+#ifndef IMGUI_DISABLE_TTY_FUNCTIONS+    const bool log_to_tty = Button("Log To TTY"); SameLine();+#else+    const bool log_to_tty = false;+#endif+    const bool log_to_file = Button("Log To File"); SameLine();+    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();+    PushTabStop(false);+    SetNextItemWidth(80.0f);+    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);+    PopTabStop();+    PopID();++    // Start logging at the end of the function so that the buttons don't appear in the log+    if (log_to_tty)+        LogToTTY();+    if (log_to_file)+        LogToFile();+    if (log_to_clipboard)+        LogToClipboard();+}+++//-----------------------------------------------------------------------------+// [SECTION] SETTINGS+//-----------------------------------------------------------------------------+// - UpdateSettings() [Internal]+// - MarkIniSettingsDirty() [Internal]+// - FindSettingsHandler() [Internal]+// - ClearIniSettings() [Internal]+// - LoadIniSettingsFromDisk()+// - LoadIniSettingsFromMemory()+// - SaveIniSettingsToDisk()+// - SaveIniSettingsToMemory()+//-----------------------------------------------------------------------------+// - CreateNewWindowSettings() [Internal]+// - FindWindowSettingsByID() [Internal]+// - FindWindowSettingsByWindow() [Internal]+// - ClearWindowSettings() [Internal]+// - WindowSettingsHandler_***() [Internal]+//-----------------------------------------------------------------------------++// Called by NewFrame()+void ImGui::UpdateSettings()+{+    // Load settings on first frame (if not explicitly loaded manually before)+    ImGuiContext& g = *GImGui;+    if (!g.SettingsLoaded)+    {+        IM_ASSERT(g.SettingsWindows.empty());+        if (g.IO.IniFilename)+            LoadIniSettingsFromDisk(g.IO.IniFilename);+        g.SettingsLoaded = true;+    }++    // Save settings (with a delay after the last modification, so we don't spam disk too much)+    if (g.SettingsDirtyTimer > 0.0f)+    {+        g.SettingsDirtyTimer -= g.IO.DeltaTime;+        if (g.SettingsDirtyTimer <= 0.0f)+        {+            if (g.IO.IniFilename != NULL)+                SaveIniSettingsToDisk(g.IO.IniFilename);+            else+                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.+            g.SettingsDirtyTimer = 0.0f;+        }+    }+}++void ImGui::MarkIniSettingsDirty()+{+    ImGuiContext& g = *GImGui;+    if (g.SettingsDirtyTimer <= 0.0f)+        g.SettingsDirtyTimer = g.IO.IniSavingRate;+}++void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))+        if (g.SettingsDirtyTimer <= 0.0f)+            g.SettingsDirtyTimer = g.IO.IniSavingRate;+}++void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);+    g.SettingsHandlers.push_back(*handler);+}++void ImGui::RemoveSettingsHandler(const char* type_name)+{+    ImGuiContext& g = *GImGui;+    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))+        g.SettingsHandlers.erase(handler);+}++ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)+{+    ImGuiContext& g = *GImGui;+    const ImGuiID type_hash = ImHashStr(type_name);+    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)+        if (handler.TypeHash == type_hash)+            return &handler;+    return NULL;+}++// Clear all settings (windows, tables, docking etc.)+void ImGui::ClearIniSettings()+{+    ImGuiContext& g = *GImGui;+    g.SettingsIniData.clear();+    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)+        if (handler.ClearAllFn != NULL)+            handler.ClearAllFn(&g, &handler);+}++void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)+{+    size_t file_data_size = 0;+    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);+    if (!file_data)+        return;+    if (file_data_size > 0)+        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);+    IM_FREE(file_data);+}++// Zero-tolerance, no error reporting, cheap .ini parsing+// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!+void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.Initialized);+    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");+    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);++    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).+    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..+    if (ini_size == 0)+        ini_size = strlen(ini_data);+    g.SettingsIniData.Buf.resize((int)ini_size + 1);+    char* const buf = g.SettingsIniData.Buf.Data;+    char* const buf_end = buf + ini_size;+    memcpy(buf, ini_data, ini_size);+    buf_end[0] = 0;++    // Call pre-read handlers+    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)+    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)+        if (handler.ReadInitFn != NULL)+            handler.ReadInitFn(&g, &handler);++    void* entry_data = NULL;+    ImGuiSettingsHandler* entry_handler = NULL;++    char* line_end = NULL;+    for (char* line = buf; line < buf_end; line = line_end + 1)+    {+        // Skip new lines markers, then find end of the line+        while (*line == '\n' || *line == '\r')+            line++;+        line_end = line;+        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')+            line_end++;+        line_end[0] = 0;+        if (line[0] == ';')+            continue;+        if (line[0] == '[' && line_end > line && line_end[-1] == ']')+        {+            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.+            line_end[-1] = 0;+            const char* name_end = line_end - 1;+            const char* type_start = line + 1;+            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');+            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;+            if (!type_end || !name_start)+                continue;+            *type_end = 0; // Overwrite first ']'+            name_start++;  // Skip second '['+            entry_handler = FindSettingsHandler(type_start);+            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;+        }+        else if (entry_handler != NULL && entry_data != NULL)+        {+            // Let type handler parse the line+            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);+        }+    }+    g.SettingsLoaded = true;++    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)+    memcpy(buf, ini_data, ini_size);++    // Call post-read handlers+    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)+        if (handler.ApplyAllFn != NULL)+            handler.ApplyAllFn(&g, &handler);+}++void ImGui::SaveIniSettingsToDisk(const char* ini_filename)+{+    ImGuiContext& g = *GImGui;+    g.SettingsDirtyTimer = 0.0f;+    if (!ini_filename)+        return;++    size_t ini_data_size = 0;+    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);+    ImFileHandle f = ImFileOpen(ini_filename, "wt");+    if (!f)+        return;+    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);+    ImFileClose(f);+}++// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer+const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)+{+    ImGuiContext& g = *GImGui;+    g.SettingsDirtyTimer = 0.0f;+    g.SettingsIniData.Buf.resize(0);+    g.SettingsIniData.Buf.push_back(0);+    for (ImGuiSettingsHandler& handler : g.SettingsHandlers)+        handler.WriteAllFn(&g, &handler, &g.SettingsIniData);+    if (out_size)+        *out_size = (size_t)g.SettingsIniData.size();+    return g.SettingsIniData.c_str();+}++ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)+{+    ImGuiContext& g = *GImGui;++    if (g.IO.ConfigDebugIniSettings == false)+    {+        // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()+        // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier.+        if (const char* p = strstr(name, "###"))+            name = p;+    }+    const size_t name_len = strlen(name);++    // Allocate chunk+    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;+    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);+    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();+    settings->ID = ImHashStr(name, name_len);+    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator++    return settings;+}++// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.+// This is called once per window .ini entry + once per newly instantiated window.+ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))+        if (settings->ID == id && !settings->WantDelete)+            return settings;+    return NULL;+}++// This is faster if you are holding on a Window already as we don't need to perform a search.+ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)+{+    ImGuiContext& g = *GImGui;+    if (window->SettingsOffset != -1)+        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);+    return FindWindowSettingsByID(window->ID);+}++// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.+void ImGui::ClearWindowSettings(const char* name)+{+    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);+    ImGuiWindow* window = FindWindowByName(name);+    if (window != NULL)+    {+        window->Flags |= ImGuiWindowFlags_NoSavedSettings;+        InitOrLoadWindowSettings(window, NULL);+    }+    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))+        settings->WantDelete = true;+}++static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)+{+    ImGuiContext& g = *ctx;+    for (ImGuiWindow* window : g.Windows)+        window->SettingsOffset = -1;+    g.SettingsWindows.clear();+}++static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)+{+    ImGuiID id = ImHashStr(name);+    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);+    if (settings)+        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry+    else+        settings = ImGui::CreateNewWindowSettings(name);+    settings->ID = id;+    settings->WantApply = true;+    return (void*)settings;+}++static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)+{+    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;+    int x, y;+    int i;+    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)         { settings->Pos = ImVec2ih((short)x, (short)y); }+    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)   { settings->Size = ImVec2ih((short)x, (short)y); }+    else if (sscanf(line, "Collapsed=%d", &i) == 1)     { settings->Collapsed = (i != 0); }+}++// Apply to existing windows (if any)+static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)+{+    ImGuiContext& g = *ctx;+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))+        if (settings->WantApply)+        {+            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))+                ApplyWindowSettings(window, settings);+            settings->WantApply = false;+        }+}++static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)+{+    // Gather data from windows that were active during this session+    // (if a window wasn't opened in this session we preserve its settings)+    ImGuiContext& g = *ctx;+    for (ImGuiWindow* window : g.Windows)+    {+        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)+            continue;++        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);+        if (!settings)+        {+            settings = ImGui::CreateNewWindowSettings(window->Name);+            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);+        }+        IM_ASSERT(settings->ID == window->ID);+        settings->Pos = ImVec2ih(window->Pos);+        settings->Size = ImVec2ih(window->SizeFull);++        settings->Collapsed = window->Collapsed;+        settings->WantDelete = false;+    }++    // Write to text buffer+    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve+    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))+    {+        if (settings->WantDelete)+            continue;+        const char* settings_name = settings->GetName();+        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);+        buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);+        buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);+        buf->appendf("Collapsed=%d\n", settings->Collapsed);+        buf->append("\n");+    }+}+++//-----------------------------------------------------------------------------+// [SECTION] LOCALIZATION+//-----------------------------------------------------------------------------++void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)+{+    ImGuiContext& g = *GImGui;+    for (int n = 0; n < count; n++)+        g.LocalizationTable[entries[n].Key] = entries[n].Text;+}+++//-----------------------------------------------------------------------------+// [SECTION] VIEWPORTS, PLATFORM WINDOWS+//-----------------------------------------------------------------------------+// - GetMainViewport()+// - SetWindowViewport() [Internal]+// - UpdateViewportsNewFrame() [Internal]+// (this section is more complete in the 'docking' branch)+//-----------------------------------------------------------------------------++ImGuiViewport* ImGui::GetMainViewport()+{+    ImGuiContext& g = *GImGui;+    return g.Viewports[0];+}++void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)+{+    window->Viewport = viewport;+}++// Update viewports and monitor infos+static void ImGui::UpdateViewportsNewFrame()+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.Viewports.Size == 1);++    // Update main viewport with current platform position.+    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.+    ImGuiViewportP* main_viewport = g.Viewports[0];+    main_viewport->Flags = ImGuiViewportFlags_IsPlatformWindow | ImGuiViewportFlags_OwnedByApp;+    main_viewport->Pos = ImVec2(0.0f, 0.0f);+    main_viewport->Size = g.IO.DisplaySize;++    for (ImGuiViewportP* viewport : g.Viewports)+    {+        // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again.+        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;+        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;+        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);+        viewport->UpdateWorkRect();+    }+}++//-----------------------------------------------------------------------------+// [SECTION] DOCKING+//-----------------------------------------------------------------------------++// (this section is filled in the 'docking' branch)+++//-----------------------------------------------------------------------------+// [SECTION] PLATFORM DEPENDENT HELPERS+//-----------------------------------------------------------------------------++#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)++#ifdef _MSC_VER+#pragma comment(lib, "user32")+#pragma comment(lib, "kernel32")+#endif++// Win32 clipboard implementation+// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()+static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)+{+    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;+    g.ClipboardHandlerData.clear();+    if (!::OpenClipboard(NULL))+        return NULL;+    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);+    if (wbuf_handle == NULL)+    {+        ::CloseClipboard();+        return NULL;+    }+    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))+    {+        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);+        g.ClipboardHandlerData.resize(buf_len);+        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);+    }+    ::GlobalUnlock(wbuf_handle);+    ::CloseClipboard();+    return g.ClipboardHandlerData.Data;+}++static void SetClipboardTextFn_DefaultImpl(void*, const char* text)+{+    if (!::OpenClipboard(NULL))+        return;+    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);+    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));+    if (wbuf_handle == NULL)+    {+        ::CloseClipboard();+        return;+    }+    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);+    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);+    ::GlobalUnlock(wbuf_handle);+    ::EmptyClipboard();+    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)+        ::GlobalFree(wbuf_handle);+    ::CloseClipboard();+}++#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)++#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file+static PasteboardRef main_clipboard = 0;++// OSX clipboard implementation+// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!+static void SetClipboardTextFn_DefaultImpl(void*, const char* text)+{+    if (!main_clipboard)+        PasteboardCreate(kPasteboardClipboard, &main_clipboard);+    PasteboardClear(main_clipboard);+    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));+    if (cf_data)+    {+        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);+        CFRelease(cf_data);+    }+}++static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)+{+    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;+    if (!main_clipboard)+        PasteboardCreate(kPasteboardClipboard, &main_clipboard);+    PasteboardSynchronize(main_clipboard);++    ItemCount item_count = 0;+    PasteboardGetItemCount(main_clipboard, &item_count);+    for (ItemCount i = 0; i < item_count; i++)+    {+        PasteboardItemID item_id = 0;+        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);+        CFArrayRef flavor_type_array = 0;+        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);+        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)+        {+            CFDataRef cf_data;+            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)+            {+                g.ClipboardHandlerData.clear();+                int length = (int)CFDataGetLength(cf_data);+                g.ClipboardHandlerData.resize(length + 1);+                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);+                g.ClipboardHandlerData[length] = 0;+                CFRelease(cf_data);+                return g.ClipboardHandlerData.Data;+            }+        }+    }+    return NULL;+}++#else++// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.+static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)+{+    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;+    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();+}++static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)+{+    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;+    g.ClipboardHandlerData.clear();+    const char* text_end = text + strlen(text);+    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);+    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));+    g.ClipboardHandlerData[(int)(text_end - text)] = 0;+}++#endif++// Win32 API IME support (for Asian languages, etc.)+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)++#include <imm.h>+#ifdef _MSC_VER+#pragma comment(lib, "imm32")+#endif++static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)+{+    // Notify OS Input Method Editor of text input position+    HWND hwnd = (HWND)viewport->PlatformHandleRaw;+    if (hwnd == 0)+        return;++    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);+    if (HIMC himc = ::ImmGetContext(hwnd))+    {+        COMPOSITIONFORM composition_form = {};+        composition_form.ptCurrentPos.x = (LONG)data->InputPos.x;+        composition_form.ptCurrentPos.y = (LONG)data->InputPos.y;+        composition_form.dwStyle = CFS_FORCE_POSITION;+        ::ImmSetCompositionWindow(himc, &composition_form);+        CANDIDATEFORM candidate_form = {};+        candidate_form.dwStyle = CFS_CANDIDATEPOS;+        candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x;+        candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y;+        ::ImmSetCandidateWindow(himc, &candidate_form);+        ::ImmReleaseContext(hwnd, himc);+    }+}++#else++static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}++#endif++//-----------------------------------------------------------------------------+// [SECTION] METRICS/DEBUGGER WINDOW+//-----------------------------------------------------------------------------+// - RenderViewportThumbnail() [Internal]+// - RenderViewportsThumbnails() [Internal]+// - DebugTextEncoding()+// - MetricsHelpMarker() [Internal]+// - ShowFontAtlas() [Internal]+// - ShowMetricsWindow()+// - DebugNodeColumns() [Internal]+// - DebugNodeDrawList() [Internal]+// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]+// - DebugNodeFont() [Internal]+// - DebugNodeFontGlyph() [Internal]+// - DebugNodeStorage() [Internal]+// - DebugNodeTabBar() [Internal]+// - DebugNodeViewport() [Internal]+// - DebugNodeWindow() [Internal]+// - DebugNodeWindowSettings() [Internal]+// - DebugNodeWindowsList() [Internal]+// - DebugNodeWindowsListByBeginStackParent() [Internal]+//-----------------------------------------------------------------------------++#ifndef IMGUI_DISABLE_DEBUG_TOOLS++void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    ImVec2 scale = bb.GetSize() / viewport->Size;+    ImVec2 off = bb.Min - viewport->Pos * scale;+    float alpha_mul = 1.0f;+    window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));+    for (ImGuiWindow* thumb_window : g.Windows)+    {+        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))+            continue;++        ImRect thumb_r = thumb_window->Rect();+        ImRect title_r = thumb_window->TitleBarRect();+        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));+        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height+        thumb_r.ClipWithFull(bb);+        title_r.ClipWithFull(bb);+        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);+        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));+        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));+        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));+        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));+    }+    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));+}++static void RenderViewportsThumbnails()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.+    float SCALE = 1.0f / 8.0f;+    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);+    for (ImGuiViewportP* viewport : g.Viewports)+        bb_full.Add(viewport->GetMainRect());+    ImVec2 p = window->DC.CursorPos;+    ImVec2 off = p - bb_full.Min * SCALE;+    for (ImGuiViewportP* viewport : g.Viewports)+    {+        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);+        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);+    }+    ImGui::Dummy(bb_full.GetSize() * SCALE);+}++// Draw an arbitrary US keyboard layout to visualize translated keys+void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)+{+    const ImVec2 key_size = ImVec2(35.0f, 35.0f);+    const float  key_rounding = 3.0f;+    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);+    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);+    const float  key_face_rounding = 2.0f;+    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);+    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);+    const float  key_row_offset = 9.0f;++    ImVec2 board_min = GetCursorScreenPos();+    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);+    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);++    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };+    const KeyLayoutData keys_to_display[] =+    {+        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },+        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },+        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }+    };++    // Elements rendered manually via ImDrawList API are not clipped automatically.+    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.+    Dummy(board_max - board_min);+    if (!IsItemVisible())+        return;+    draw_list->PushClipRect(board_min, board_max, true);+    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)+    {+        const KeyLayoutData* key_data = &keys_to_display[n];+        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);+        ImVec2 key_max = key_min + key_size;+        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);+        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);+        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);+        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);+        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);+        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);+        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);+        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);+        if (IsKeyDown(key_data->Key))+            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);+    }+    draw_list->PopClipRect();+}++// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.+void ImGui::DebugTextEncoding(const char* str)+{+    Text("Text: \"%s\"", str);+    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))+        return;+    TableSetupColumn("Offset");+    TableSetupColumn("UTF-8");+    TableSetupColumn("Glyph");+    TableSetupColumn("Codepoint");+    TableHeadersRow();+    for (const char* p = str; *p != 0; )+    {+        unsigned int c;+        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);+        TableNextColumn();+        Text("%d", (int)(p - str));+        TableNextColumn();+        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)+        {+            if (byte_index > 0)+                SameLine();+            Text("0x%02X", (int)(unsigned char)p[byte_index]);+        }+        TableNextColumn();+        if (GetFont()->FindGlyphNoFallback((ImWchar)c))+            TextUnformatted(p, p + c_utf8_len);+        else+            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");+        TableNextColumn();+        Text("U+%04X", (int)c);+        p += c_utf8_len;+    }+    EndTable();+}++// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.+static void MetricsHelpMarker(const char* desc)+{+    ImGui::TextDisabled("(?)");+    if (ImGui::BeginItemTooltip())+    {+        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);+        ImGui::TextUnformatted(desc);+        ImGui::PopTextWrapPos();+        ImGui::EndTooltip();+    }+}++// [DEBUG] List fonts in a font atlas and display its texture+void ImGui::ShowFontAtlas(ImFontAtlas* atlas)+{+    for (ImFont* font : atlas->Fonts)+    {+        PushID(font);+        DebugNodeFont(font);+        PopID();+    }+    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))+    {+        ImGuiContext& g = *GImGui;+        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;+        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons+        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);+        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);+        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);+        TreePop();+    }+}++void ImGui::ShowMetricsWindow(bool* p_open)+{+    ImGuiContext& g = *GImGui;+    ImGuiIO& io = g.IO;+    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;+    if (cfg->ShowDebugLog)+        ShowDebugLogWindow(&cfg->ShowDebugLog);+    if (cfg->ShowStackTool)+        ShowStackToolWindow(&cfg->ShowStackTool);++    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)+    {+        End();+        return;+    }++    // Basic info+    Text("Dear ImGui %s", GetVersion());+    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);+    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);+    Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);+    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }++    Separator();++    // Debugging enums+    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type+    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };+    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type+    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };+    if (cfg->ShowWindowsRectsType < 0)+        cfg->ShowWindowsRectsType = WRT_WorkRect;+    if (cfg->ShowTablesRectsType < 0)+        cfg->ShowTablesRectsType = TRT_WorkRect;++    struct Funcs+    {+        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)+        {+            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance+            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }+            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }+            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }+            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }+            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }+            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }+            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }+            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }+            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }+            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate+            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }+            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }+            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }+            IM_ASSERT(0);+            return ImRect();+        }++        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)+        {+            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }+            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }+            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }+            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }+            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }+            else if (rect_type == WRT_Content)              { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }+            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }+            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }+            IM_ASSERT(0);+            return ImRect();+        }+    };++    // Tools+    if (TreeNode("Tools"))+    {+        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");+        SameLine();+        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");+        if (show_encoding_viewer)+        {+            static char buf[100] = "";+            SetNextItemWidth(-FLT_MIN);+            InputText("##Text", buf, IM_ARRAYSIZE(buf));+            if (buf[0] != 0)+                DebugTextEncoding(buf);+            TreePop();+        }++        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.+        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)+            DebugStartItemPicker();+        SameLine();+        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");++        // Stack Tool is your best friend!+        Checkbox("Show Debug Log", &cfg->ShowDebugLog);+        SameLine();+        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");++        // Stack Tool is your best friend!+        Checkbox("Show Stack Tool", &cfg->ShowStackTool);+        SameLine();+        MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");++        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);+        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);+        SameLine();+        SetNextItemWidth(GetFontSize() * 12);+        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);+        if (cfg->ShowWindowsRects && g.NavWindow != NULL)+        {+            BulletText("'%s':", g.NavWindow->Name);+            Indent();+            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)+            {+                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);+                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);+            }+            Unindent();+        }++        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);+        SameLine();+        SetNextItemWidth(GetFontSize() * 12);+        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);+        if (cfg->ShowTablesRects && g.NavWindow != NULL)+        {+            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)+            {+                ImGuiTable* table = g.Tables.TryGetMapData(table_n);+                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))+                    continue;++                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);+                if (IsItemHovered())+                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);+                Indent();+                char buf[128];+                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)+                {+                    if (rect_n >= TRT_ColumnsRect)+                    {+                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)+                            continue;+                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)+                        {+                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);+                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);+                            Selectable(buf);+                            if (IsItemHovered())+                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);+                        }+                    }+                    else+                    {+                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);+                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);+                        Selectable(buf);+                        if (IsItemHovered())+                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);+                    }+                }+                Unindent();+            }+        }++        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);+        SameLine();+        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");++        TreePop();+    }++    // Windows+    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))+    {+        //SetNextItemOpen(true, ImGuiCond_Once);+        DebugNodeWindowsList(&g.Windows, "By display order");+        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");+        if (TreeNode("By submission order (begin stack)"))+        {+            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!+            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;+            temp_buffer.resize(0);+            for (ImGuiWindow* window : g.Windows)+                if (window->LastFrameActive + 1 >= g.FrameCount)+                    temp_buffer.push_back(window);+            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };+            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);+            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);+            TreePop();+        }++        TreePop();+    }++    // DrawLists+    int drawlist_count = 0;+    for (ImGuiViewportP* viewport : g.Viewports)+        drawlist_count += viewport->DrawDataP.CmdLists.Size;+    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))+    {+        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);+        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);+        for (ImGuiViewportP* viewport : g.Viewports)+            for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)+                DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");+        TreePop();+    }++    // Viewports+    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))+    {+        Indent(GetTreeNodeToLabelSpacing());+        RenderViewportsThumbnails();+        Unindent(GetTreeNodeToLabelSpacing());+        for (ImGuiViewportP* viewport : g.Viewports)+            DebugNodeViewport(viewport);+        TreePop();+    }++    // Details for Popups+    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))+    {+        for (const ImGuiPopupData& popup_data : g.OpenPopupStack)+        {+            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.+            ImGuiWindow* window = popup_data.Window;+            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",+                popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",+                popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");+        }+        TreePop();+    }++    // Details for TabBars+    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))+    {+        for (int n = 0; n < g.TabBars.GetMapSize(); n++)+            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))+            {+                PushID(tab_bar);+                DebugNodeTabBar(tab_bar, "TabBar");+                PopID();+            }+        TreePop();+    }++    // Details for Tables+    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))+    {+        for (int n = 0; n < g.Tables.GetMapSize(); n++)+            if (ImGuiTable* table = g.Tables.TryGetMapData(n))+                DebugNodeTable(table);+        TreePop();+    }++    // Details for Fonts+    ImFontAtlas* atlas = g.IO.Fonts;+    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))+    {+        ShowFontAtlas(atlas);+        TreePop();+    }++    // Details for InputText+    if (TreeNode("InputText"))+    {+        DebugNodeInputTextState(&g.InputTextState);+        TreePop();+    }++    // Details for Docking+#ifdef IMGUI_HAS_DOCK+    if (TreeNode("Docking"))+    {+        TreePop();+    }+#endif // #ifdef IMGUI_HAS_DOCK++    // Settings+    if (TreeNode("Settings"))+    {+        if (SmallButton("Clear"))+            ClearIniSettings();+        SameLine();+        if (SmallButton("Save to memory"))+            SaveIniSettingsToMemory();+        SameLine();+        if (SmallButton("Save to disk"))+            SaveIniSettingsToDisk(g.IO.IniFilename);+        SameLine();+        if (g.IO.IniFilename)+            Text("\"%s\"", g.IO.IniFilename);+        else+            TextUnformatted("<NULL>");+        Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);+        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);+        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))+        {+            for (ImGuiSettingsHandler& handler : g.SettingsHandlers)+                BulletText("\"%s\"", handler.TypeName);+            TreePop();+        }+        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))+        {+            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))+                DebugNodeWindowSettings(settings);+            TreePop();+        }++        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))+        {+            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))+                DebugNodeTableSettings(settings);+            TreePop();+        }++#ifdef IMGUI_HAS_DOCK+#endif // #ifdef IMGUI_HAS_DOCK++        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))+        {+            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);+            TreePop();+        }+        TreePop();+    }++    if (TreeNode("Inputs"))+    {+        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");+        {+            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.+            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.+            Indent();+#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO+            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };+#else+            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array+            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }+#endif+            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }+            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }+            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }+            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");+            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.+            DebugRenderKeyboardPreview(GetWindowDrawList());+            Unindent();+        }++        Text("MOUSE STATE");+        {+            Indent();+            if (IsMousePosValid())+                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);+            else+                Text("Mouse pos: <INVALID>");+            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);+            int count = IM_ARRAYSIZE(io.MouseDown);+            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }+            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }+            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }+            Text("Mouse wheel: %.1f", io.MouseWheel);+            Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer);+            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));+            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused+            Unindent();+        }++        Text("MOUSE WHEELING");+        {+            Indent();+            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");+            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);+            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");+            Unindent();+        }++        Text("KEY OWNERS");+        {+            Indent();+            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))+            {+                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))+                {+                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);+                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)+                        continue;+                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,+                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");+                    DebugLocateItemOnHover(owner_data->OwnerCurr);+                }+                EndListBox();+            }+            Unindent();+        }+        Text("SHORTCUT ROUTING");+        {+            Indent();+            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))+            {+                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))+                {+                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;+                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )+                    {+                        char key_chord_name[64];+                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];+                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));+                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);+                        DebugLocateItemOnHover(routing_data->RoutingCurr);+                        idx = routing_data->NextEntryIndex;+                    }+                }+                EndListBox();+            }+            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);+            Unindent();+        }+        TreePop();+    }++    if (TreeNode("Internal state"))+    {+        Text("WINDOWING");+        Indent();+        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");+        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindow->Name : "NULL");+        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");+        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");+        Unindent();++        Text("ITEMS");+        Indent();+        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));+        DebugLocateItemOnHover(g.ActiveId);+        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");+        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);+        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame+        Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer);+        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);+        DebugLocateItemOnHover(g.DragDropPayload.SourceId);+        Unindent();++        Text("NAV,FOCUS");+        Indent();+        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");+        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);+        DebugLocateItemOnHover(g.NavId);+        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));+        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);+        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);+        Text("NavActivateFlags: %04X", g.NavActivateFlags);+        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);+        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);+        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");+        Unindent();++        TreePop();+    }++    // Overlay: Display windows Rectangles and Begin Order+    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)+    {+        for (ImGuiWindow* window : g.Windows)+        {+            if (!window->WasActive)+                continue;+            ImDrawList* draw_list = GetForegroundDrawList(window);+            if (cfg->ShowWindowsRects)+            {+                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);+                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));+            }+            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))+            {+                char buf[32];+                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);+                float font_size = GetFontSize();+                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));+                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);+            }+        }+    }++    // Overlay: Display Tables Rectangles+    if (cfg->ShowTablesRects)+    {+        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)+        {+            ImGuiTable* table = g.Tables.TryGetMapData(table_n);+            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)+                continue;+            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);+            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)+            {+                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)+                {+                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);+                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);+                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;+                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);+                }+            }+            else+            {+                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);+                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));+            }+        }+    }++#ifdef IMGUI_HAS_DOCK+    // Overlay: Display Docking info+    if (show_docking_nodes && g.IO.KeyCtrl)+    {+    }+#endif // #ifdef IMGUI_HAS_DOCK++    End();+}++// [DEBUG] Display contents of Columns+void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)+{+    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))+        return;+    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);+    for (ImGuiOldColumnData& column : columns->Columns)+        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm));+    TreePop();+}++// [DEBUG] Display contents of ImDrawList+void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)+{+    ImGuiContext& g = *GImGui;+    IM_UNUSED(viewport); // Used in docking branch+    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;+    int cmd_count = draw_list->CmdBuffer.Size;+    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)+        cmd_count--;+    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);+    if (draw_list == GetWindowDrawList())+    {+        SameLine();+        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)+        if (node_open)+            TreePop();+        return;+    }++    ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list+    if (window && IsItemHovered() && fg_draw_list)+        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));+    if (!node_open)+        return;++    if (window && !window->WasActive)+        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");++    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)+    {+        if (pcmd->UserCallback)+        {+            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);+            continue;+        }++        char buf[300];+        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",+            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,+            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);+        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);+        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)+            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);+        if (!pcmd_node_open)+            continue;++        // Calculate approximate coverage area (touched pixel count)+        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.+        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;+        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;+        float total_area = 0.0f;+        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )+        {+            ImVec2 triangle[3];+            for (int n = 0; n < 3; n++, idx_n++)+                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;+            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);+        }++        // Display vertex information summary. Hover to get all triangles drawn in wire-frame+        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);+        Selectable(buf);+        if (IsItemHovered() && fg_draw_list)+            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);++        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.+        ImGuiListClipper clipper;+        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.+        while (clipper.Step())+            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)+            {+                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);+                ImVec2 triangle[3];+                for (int n = 0; n < 3; n++, idx_i++)+                {+                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];+                    triangle[n] = v.pos;+                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",+                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);+                }++                Selectable(buf, false);+                if (fg_draw_list && IsItemHovered())+                {+                    ImDrawListFlags backup_flags = fg_draw_list->Flags;+                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.+                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);+                    fg_draw_list->Flags = backup_flags;+                }+            }+        TreePop();+    }+    TreePop();+}++// [DEBUG] Display mesh/aabb of a ImDrawCmd+void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)+{+    IM_ASSERT(show_mesh || show_aabb);++    // Draw wire-frame version of all triangles+    ImRect clip_rect = draw_cmd->ClipRect;+    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);+    ImDrawListFlags backup_flags = out_draw_list->Flags;+    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.+    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )+    {+        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list+        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;++        ImVec2 triangle[3];+        for (int n = 0; n < 3; n++, idx_n++)+            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));+        if (show_mesh)+            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles+    }+    // Draw bounding boxes+    if (show_aabb)+    {+        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU+        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles+    }+    out_draw_list->Flags = backup_flags;+}++// [DEBUG] Display details for a single font, called by ShowStyleEditor().+void ImGui::DebugNodeFont(ImFont* font)+{+    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",+        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);+    SameLine();+    if (SmallButton("Set as default"))+        GetIO().FontDefault = font;+    if (!opened)+        return;++    // Display preview text+    PushFont(font);+    Text("The quick brown fox jumps over the lazy dog");+    PopFont();++    // Display details+    SetNextItemWidth(GetFontSize() * 8);+    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");+    SameLine(); MetricsHelpMarker(+        "Note than the default embedded font is NOT meant to be scaled.\n\n"+        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "+        "You may oversample them to get some flexibility with scaling. "+        "You can also render at multiple sizes and select which one to use at runtime.\n\n"+        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");+    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);+    char c_str[5];+    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);+    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);+    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);+    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);+    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)+        if (font->ConfigData)+            if (const ImFontConfig* cfg = &font->ConfigData[config_i])+                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",+                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);++    // Display all glyphs of the fonts in separate pages of 256 characters+    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))+    {+        ImDrawList* draw_list = GetWindowDrawList();+        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);+        const float cell_size = font->FontSize * 1;+        const float cell_spacing = GetStyle().ItemSpacing.y;+        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)+        {+            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)+            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT+            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)+            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))+            {+                base += 4096 - 256;+                continue;+            }++            int count = 0;+            for (unsigned int n = 0; n < 256; n++)+                if (font->FindGlyphNoFallback((ImWchar)(base + n)))+                    count++;+            if (count <= 0)+                continue;+            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))+                continue;++            // Draw a 16x16 grid of glyphs+            ImVec2 base_pos = GetCursorScreenPos();+            for (unsigned int n = 0; n < 256; n++)+            {+                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions+                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.+                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));+                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);+                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));+                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));+                if (!glyph)+                    continue;+                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));+                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())+                {+                    DebugNodeFontGlyph(font, glyph);+                    EndTooltip();+                }+            }+            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));+            TreePop();+        }+        TreePop();+    }+    TreePop();+}++void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)+{+    Text("Codepoint: U+%04X", glyph->Codepoint);+    Separator();+    Text("Visible: %d", glyph->Visible);+    Text("AdvanceX: %.1f", glyph->AdvanceX);+    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);+    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);+}++// [DEBUG] Display contents of ImGuiStorage+void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)+{+    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))+        return;+    for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data)+        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.+    TreePop();+}++// [DEBUG] Display contents of ImGuiTabBar+void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)+{+    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.+    char buf[256];+    char* p = buf;+    const char* buf_end = buf + IM_ARRAYSIZE(buf);+    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);+    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s  {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");+    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)+    {+        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];+        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));+    }+    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");+    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }+    bool open = TreeNode(label, "%s", buf);+    if (!is_active) { PopStyleColor(); }+    if (is_active && IsItemHovered())+    {+        ImDrawList* draw_list = GetForegroundDrawList();+        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));+        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));+        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));+    }+    if (open)+    {+        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)+        {+            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];+            PushID(tab);+            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);+            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();+            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",+                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);+            PopID();+        }+        TreePop();+    }+}++void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)+{+    SetNextItemOpen(true, ImGuiCond_Once);+    if (TreeNode("viewport0", "Viewport #%d", 0))+    {+        ImGuiWindowFlags flags = viewport->Flags;+        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f",+            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,+            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y);+        BulletText("Flags: 0x%04X =%s%s%s", viewport->Flags,+            (flags & ImGuiViewportFlags_IsPlatformWindow)  ? " IsPlatformWindow"  : "",+            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",+            (flags & ImGuiViewportFlags_OwnedByApp)        ? " OwnedByApp"        : "");+        for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists)+            DebugNodeDrawList(NULL, viewport, draw_list, "DrawList");+        TreePop();+    }+}++void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)+{+    if (window == NULL)+    {+        BulletText("%s: NULL", label);+        return;+    }++    ImGuiContext& g = *GImGui;+    const bool is_active = window->WasActive;+    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;+    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }+    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");+    if (!is_active) { PopStyleColor(); }+    if (IsItemHovered() && is_active)+        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));+    if (!open)+        return;++    if (window->MemoryCompacted)+        TextDisabled("Note: some memory buffers have been compacted/freed.");++    ImGuiWindowFlags flags = window->Flags;+    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");+    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);+    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,+        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",+        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",+        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");+    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");+    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);+    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);+    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)+    {+        ImRect r = window->NavRectRel[layer];+        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)+            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);+        else+            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);+        DebugLocateItemOnHover(window->NavLastIds[layer]);+    }+    const ImVec2* pr = window->NavPreferredScoringPosRel;+    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)+        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.+    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");+    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }+    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }+    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }+    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))+    {+        for (ImGuiOldColumns& columns : window->ColumnsStorage)+            DebugNodeColumns(&columns);+        TreePop();+    }+    DebugNodeStorage(&window->StateStorage, "Storage");+    TreePop();+}++void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)+{+    if (settings->WantDelete)+        BeginDisabled();+    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",+        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);+    if (settings->WantDelete)+        EndDisabled();+}++void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)+{+    if (!TreeNode(label, "%s (%d)", label, windows->Size))+        return;+    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back+    {+        PushID((*windows)[i]);+        DebugNodeWindow((*windows)[i], "Window");+        PopID();+    }+    TreePop();+}++// FIXME-OPT: This is technically suboptimal, but it is simpler this way.+void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)+{+    for (int i = 0; i < windows_size; i++)+    {+        ImGuiWindow* window = windows[i];+        if (window->ParentWindowInBeginStack != parent_in_begin_stack)+            continue;+        char buf[20];+        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);+        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);+        DebugNodeWindow(window, buf);+        Indent();+        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);+        Unindent();+    }+}++//-----------------------------------------------------------------------------+// [SECTION] DEBUG LOG WINDOW+//-----------------------------------------------------------------------------++void ImGui::DebugLog(const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    DebugLogV(fmt, args);+    va_end(args);+}++void ImGui::DebugLogV(const char* fmt, va_list args)+{+    ImGuiContext& g = *GImGui;+    const int old_size = g.DebugLogBuf.size();+    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);+    g.DebugLogBuf.appendfv(fmt, args);+    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)+        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);+    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());+}++void ImGui::ShowDebugLogWindow(bool* p_open)+{+    ImGuiContext& g = *GImGui;+    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))+        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);+    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)+    {+        End();+        return;+    }++    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);+    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);+    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);+    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);+    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);+    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");+    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);+    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);++    if (SmallButton("Clear"))+    {+        g.DebugLogBuf.clear();+        g.DebugLogIndex.clear();+    }+    SameLine();+    if (SmallButton("Copy"))+        SetClipboardText(g.DebugLogBuf.c_str());+    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);++    ImGuiListClipper clipper;+    clipper.Begin(g.DebugLogIndex.size());+    while (clipper.Step())+        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)+        {+            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);+            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);+            TextUnformatted(line_begin, line_end);+            ImRect text_rect = g.LastItemData.Rect;+            if (IsItemHovered())+                for (const char* p = line_begin; p <= line_end - 10; p++)+                {+                    ImGuiID id = 0;+                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)+                        continue;+                    ImVec2 p0 = CalcTextSize(line_begin, p);+                    ImVec2 p1 = CalcTextSize(p, p + 10);+                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));+                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))+                        DebugLocateItemOnHover(id);+                    p += 10;+                }+        }+    if (GetScrollY() >= GetScrollMaxY())+        SetScrollHereY(1.0f);+    EndChild();++    End();+}++//-----------------------------------------------------------------------------+// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)+//-----------------------------------------------------------------------------++// Draw a small cross at current CursorPos in current window's DrawList+void ImGui::DebugDrawCursorPos(ImU32 col)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImVec2 pos = window->DC.CursorPos;+    window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f);+    window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f);+}++// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList+void ImGui::DebugDrawLineExtents(ImU32 col)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    float curr_x = window->DC.CursorPos.x;+    float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y);+    float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y);+    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f);+    window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f);+    window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f);+}++// Draw last item rect in ForegroundDrawList (so it is always visible)+void ImGui::DebugDrawItemRect(ImU32 col)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col);+}++// [DEBUG] Locate item position/rectangle given an ID.+static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green++void ImGui::DebugLocateItem(ImGuiID target_id)+{+    ImGuiContext& g = *GImGui;+    g.DebugLocateId = target_id;+    g.DebugLocateFrames = 2;+}++void ImGui::DebugLocateItemOnHover(ImGuiID target_id)+{+    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))+        return;+    ImGuiContext& g = *GImGui;+    DebugLocateItem(target_id);+    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);+}++void ImGui::DebugLocateItemResolveWithLastItem()+{+    ImGuiContext& g = *GImGui;+    ImGuiLastItemData item_data = g.LastItemData;+    g.DebugLocateId = 0;+    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);+    ImRect r = item_data.Rect;+    r.Expand(3.0f);+    ImVec2 p1 = g.IO.MousePos;+    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);+    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);+    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);+}++// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.+void ImGui::UpdateDebugToolItemPicker()+{+    ImGuiContext& g = *GImGui;+    g.DebugItemPickerBreakId = 0;+    if (!g.DebugItemPickerActive)+        return;++    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;+    SetMouseCursor(ImGuiMouseCursor_Hand);+    if (IsKeyPressed(ImGuiKey_Escape))+        g.DebugItemPickerActive = false;+    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);+    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)+    {+        g.DebugItemPickerBreakId = hovered_id;+        g.DebugItemPickerActive = false;+    }+    for (int mouse_button = 0; mouse_button < 3; mouse_button++)+        if (change_mapping && IsMouseClicked(mouse_button))+            g.DebugItemPickerMouseButton = (ImU8)mouse_button;+    SetNextWindowBgAlpha(0.70f);+    if (!BeginTooltip())+        return;+    Text("HoveredId: 0x%08X", hovered_id);+    Text("Press ESC to abort picking.");+    const char* mouse_button_names[] = { "Left", "Right", "Middle" };+    if (change_mapping)+        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");+    else+        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);+    EndTooltip();+}++// [DEBUG] Stack Tool: update queries. Called by NewFrame()+void ImGui::UpdateDebugToolStackQueries()+{+    ImGuiContext& g = *GImGui;+    ImGuiStackTool* tool = &g.DebugStackTool;++    // Clear hook when stack tool is not visible+    g.DebugHookIdInfo = 0;+    if (g.FrameCount != tool->LastActiveFrame + 1)+        return;++    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item+    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time+    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;+    if (tool->QueryId != query_id)+    {+        tool->QueryId = query_id;+        tool->StackLevel = -1;+        tool->Results.resize(0);+    }+    if (query_id == 0)+        return;++    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)+    int stack_level = tool->StackLevel;+    if (stack_level >= 0 && stack_level < tool->Results.Size)+        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)+            tool->StackLevel++;++    // Update hook+    stack_level = tool->StackLevel;+    if (stack_level == -1)+        g.DebugHookIdInfo = query_id;+    if (stack_level >= 0 && stack_level < tool->Results.Size)+    {+        g.DebugHookIdInfo = tool->Results[stack_level].ID;+        tool->Results[stack_level].QueryFrameCount++;+    }+}++// [DEBUG] Stack tool: hooks called by GetID() family functions+void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiStackTool* tool = &g.DebugStackTool;++    // Step 0: stack query+    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.+    if (tool->StackLevel == -1)+    {+        tool->StackLevel++;+        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());+        for (int n = 0; n < window->IDStack.Size + 1; n++)+            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;+        return;+    }++    // Step 1+: query for individual level+    IM_ASSERT(tool->StackLevel >= 0);+    if (tool->StackLevel != window->IDStack.Size)+        return;+    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];+    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);++    switch (data_type)+    {+    case ImGuiDataType_S32:+        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);+        break;+    case ImGuiDataType_String:+        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);+        break;+    case ImGuiDataType_Pointer:+        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);+        break;+    case ImGuiDataType_ID:+        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.+            return;+        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);+        break;+    default:+        IM_ASSERT(0);+    }+    info->QuerySuccess = true;+    info->DataType = data_type;+}++static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)+{+    ImGuiStackLevelInfo* info = &tool->Results[n];+    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;+    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)+        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);+    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)+        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);+    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.+        return (*buf = 0);+#ifdef IMGUI_ENABLE_TEST_ENGINE+    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()+        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);+#endif+    return ImFormatString(buf, buf_size, "???");+}++// Stack Tool: Display UI+void ImGui::ShowStackToolWindow(bool* p_open)+{+    ImGuiContext& g = *GImGui;+    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))+        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);+    if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)+    {+        End();+        return;+    }++    // Display hovered/active status+    ImGuiStackTool* tool = &g.DebugStackTool;+    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;+    const ImGuiID active_id = g.ActiveId;+#ifdef IMGUI_ENABLE_TEST_ENGINE+    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");+#else+    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);+#endif+    SameLine();+    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");++    // CTRL+C to copy path+    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;+    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);+    SameLine();+    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");+    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))+    {+        tool->CopyToClipboardLastTime = (float)g.Time;+        char* p = g.TempBuffer.Data;+        char* p_end = p + g.TempBuffer.Size;+        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)+        {+            *p++ = '/';+            char level_desc[256];+            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));+            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)+            {+                if (level_desc[n] == '/')+                    *p++ = '\\';+                *p++ = level_desc[n];+            }+        }+        *p = '\0';+        SetClipboardText(g.TempBuffer.Data);+    }++    // Display decorated stack+    tool->LastActiveFrame = g.FrameCount;+    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))+    {+        const float id_width = CalcTextSize("0xDDDDDDDD").x;+        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);+        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);+        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);+        TableHeadersRow();+        for (int n = 0; n < tool->Results.Size; n++)+        {+            ImGuiStackLevelInfo* info = &tool->Results[n];+            TableNextColumn();+            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);+            TableNextColumn();+            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);+            TextUnformatted(g.TempBuffer.Data);+            TableNextColumn();+            Text("0x%08X", info->ID);+            if (n == tool->Results.Size - 1)+                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));+        }+        EndTable();+    }+    End();+}++#else++void ImGui::ShowMetricsWindow(bool*) {}+void ImGui::ShowFontAtlas(ImFontAtlas*) {}+void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}+void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} void ImGui::DebugNodeFont(ImFont*) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
imgui/imgui.h view
@@ -1,25 +1,34 @@-// dear imgui, v1.88+// dear imgui, v1.89.9 // (headers)  // Help:-// - Read FAQ at http://dearimgui.org/faq+// - Read FAQ at http://dearimgui.com/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+// - FAQ                   http://dearimgui.com/faq+// - Homepage              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!)+// - Gallery               https://github.com/ocornut/imgui/issues/6478 (please post your screenshots/video there!) // - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)+// - Getting Started       https://github.com/ocornut/imgui/wiki/Getting-Started // - Glossary              https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support      https://github.com/ocornut/imgui/issues+// - Tests & Automation    https://github.com/ocornut/imgui_test_engine  // Getting Started?-// - For first-time users having issues compiling/linking/running or issues loading fonts:+// - Read https://github.com/ocornut/imgui/wiki/Getting-Started+// - For first-time users having issues compiling/linking/running/loading fonts: //   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Library Version+// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345')+#define IMGUI_VERSION       "1.89.9"+#define IMGUI_VERSION_NUM   18990+#define IMGUI_HAS_TABLE+ /*  Index of this file:@@ -31,7 +40,7 @@ // [SECTION] ImGuiStyle // [SECTION] ImGuiIO // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs)-// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)+// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, 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)@@ -42,13 +51,12 @@  #pragma once -// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')+// 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 @@ -62,13 +70,6 @@ #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               "1.88"-#define IMGUI_VERSION_NUM           18800-#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))-#define IMGUI_HAS_TABLE- // 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)@@ -87,6 +88,7 @@ #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+#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))  // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)@@ -116,10 +118,13 @@ #endif #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 "-Wold-style-cast"-#if __has_warning("-Wzero-as-null-pointer-constant") #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"-#endif+#pragma clang diagnostic ignored "-Wreserved-identifier"            // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas"          // warning: unknown option after '#pragma GCC diagnostic' kind@@ -162,21 +167,27 @@ struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") struct ImGuiViewport;               // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor -// 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)+// Enumerations+// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! //   In Visual Studio 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.+enum ImGuiKey : int;                // -> enum ImGuiKey              // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)+enum ImGuiMouseSource : int;        // -> enum ImGuiMouseSource      // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) 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 ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation 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 ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor shape 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()++// 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 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@@ -189,7 +200,7 @@ 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 ImGuiKeyChord;          // -> ImGuiKey | ImGuiMod_XXX    // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. 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.@@ -251,8 +262,8 @@     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.+    float& operator[] (size_t idx)          { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine.+    float  operator[] (size_t idx) const    { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } #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@@ -303,7 +314,7 @@     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 void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as an 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@@ -345,8 +356,8 @@     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 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 ImVec2        GetWindowPos();                             // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetScreenCursorPos())+    IMGUI_API ImVec2        GetWindowSize();                            // get current window size (note: it is unlikely you need to use this. Consider using GetScreenCursorPos() and e.g. GetContentRegionAvail() instead)     IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)     IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y) @@ -358,6 +369,7 @@     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          SetNextWindowScroll(const ImVec2& scroll);                                  // set next window scrolling value (use < 0.0f to not affect a given axis).     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          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.@@ -375,9 +387,11 @@     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+    IMGUI_API ImVec2        GetWindowContentRegionMax();                                    // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates      // Windows Scrolling+    // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().+    // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().     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()]@@ -398,8 +412,8 @@     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          PushTabStop(bool tab_stop);                                     // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets+    IMGUI_API void          PopTabStop();     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(); @@ -412,7 +426,7 @@     IMGUI_API void          PopTextWrapPos();      // Style read access-    // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are)+    // - Use the ShowStyleEditor() function to interactively see/edit the colors.     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@@ -430,7 +444,7 @@     //    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          NewLine();                                                      // undo a SameLine() or force a new line when in a 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@@ -453,7 +467,7 @@     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.+    // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui.     // - Those questions are answered and impacted by understanding of the ID stack system:     //   - "Q: Why is my widget not reacting when I click on it?"     //   - "Q: How can I have widgets with an empty label?"@@ -486,6 +500,7 @@     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);+    IMGUI_API void          SeparatorText(const char* label);                               // currently: formatted text with an horizontal line      // Widgets: Main     // - Most widgets return true when the value has been changed or when pressed/selected@@ -494,8 +509,6 @@     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);@@ -504,7 +517,12 @@     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+    // Widgets: Images+    // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples+    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(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));++    // Widgets: Combo Box (Dropdown)     // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.     // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.     IMGUI_API bool          BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);@@ -515,7 +533,7 @@      // 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',+    // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',     //   the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x     // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.     // - Format string may also be set to NULL or use the default format ("%f" or "%d").@@ -523,7 +541,7 @@     // - 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.+    // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.     //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361     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);@@ -542,7 +560,7 @@     // - 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.+    // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.     //   If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361     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);@@ -600,7 +618,7 @@     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          TreePush(const void* ptr_id);                                       // "     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().@@ -653,12 +671,21 @@     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().+    // - Tooltips are windows following the mouse. They do not take focus away.+    // - A tooltip window can contain items of any types. SetTooltip() is a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom.+    IMGUI_API bool          BeginTooltip();                                                     // begin/append a tooltip window.+    IMGUI_API void          EndTooltip();                                                       // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true!+    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip().     IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); +    // Tooltips: helpers for showing a tooltip when hovering an item+    // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_Tooltip) && BeginTooltip())' idiom.+    // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_Tooltip)) { SetTooltip(...); }' idiom.+    // - Where 'ImGuiHoveredFlags_Tooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.+    IMGUI_API bool          BeginItemTooltip();                                                 // begin/append a tooltip window if preceding item was hovered.+    IMGUI_API void          SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1);                 // set a text-only tooltip if preceeding item was hovered. override any previous call to SetTooltip().+    IMGUI_API void          SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);+     // Popups, Modals     //  - They block normal mouse hovering detection (and therefore most mouse interactions) behind them.     //  - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE.@@ -670,7 +697,7 @@      // 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.+    //  - BeginPopupModal(): block every interaction 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!@@ -714,7 +741,7 @@     // - 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,+    //    - If you are using tables as a sort of grid, where every column is holding the same type of contents,     //      you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().     //      TableNextColumn() will automatically wrap-around into the next row if needed.     //    - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!@@ -772,6 +799,7 @@     IMGUI_API int           GetColumnsCount();      // Tab Bars, Tabs+    // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.     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.@@ -819,26 +847,29 @@     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. +    // Overlapping mode+    IMGUI_API void          SetNextItemAllowOverlap();                                          // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this.+     // 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          IsItemClicked(ImGuiMouseButton mouse_button = 0);                   // is the last item hovered and mouse clicked on? (**)  == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.     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          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require 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 require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).     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 ImGuiID       GetItemID();                                                        // get ID of last item (~~ often same ImGui::GetID(label) beforehand)     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.@@ -871,12 +902,11 @@     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)+    // Inputs Utilities: Keyboard/Mouse/Gamepad+    // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).+    // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:+    //  - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.+    //  - with    IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).     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)?@@ -884,7 +914,7 @@     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+    // Inputs Utilities: Mouse specific     // - 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')@@ -901,8 +931,8 @@     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 ImGuiMouseCursor GetMouseCursor();                                                // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you+    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor cursor_type);                       // set desired mouse cursor shape     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@@ -939,6 +969,7 @@ //-----------------------------------------------------------------------------  // Flags for ImGui::Begin()+// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) enum ImGuiWindowFlags_ {     ImGuiWindowFlags_None                   = 0,@@ -972,11 +1003,11 @@     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_ResizeFromAnySide    = 1 << 17,  // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)+    ImGuiWindowFlags_ChildMenu              = 1 << 28,  // Don't use! For internal use by BeginMenu() };  // Flags for ImGui::InputText()+// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) enum ImGuiInputTextFlags_ {     ImGuiInputTextFlags_None                = 0,@@ -999,12 +1030,11 @@     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)+    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)+    ImGuiInputTextFlags_EscapeClearsAll     = 1 << 20,  // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) -    // 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+    // Obsolete names+    //ImGuiInputTextFlags_AlwaysInsertMode  = ImGuiInputTextFlags_AlwaysOverwrite   // [renamed in 1.82] name was not matching behavior };  // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*()@@ -1013,20 +1043,24 @@     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_AllowOverlap         = 1 << 2,   // Hit testing to allow subsequent widgets to overlap this one     ImGuiTreeNodeFlags_NoTreePushOnOpen     = 1 << 3,   // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack     ImGuiTreeNodeFlags_NoAutoOpenOnLog      = 1 << 4,   // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)     ImGuiTreeNodeFlags_DefaultOpen          = 1 << 5,   // Default node to be open     ImGuiTreeNodeFlags_OpenOnDoubleClick    = 1 << 6,   // 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_Bullet               = 1 << 9,   // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag!     ImGuiTreeNodeFlags_FramePadding         = 1 << 10,  // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().     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+    ImGuiTreeNodeFlags_CollapsingHeader     = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,++#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+    ImGuiTreeNodeFlags_AllowItemOverlap     = ImGuiTreeNodeFlags_AllowOverlap,  // Renamed in 1.89.7+#endif };  // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.@@ -1035,7 +1069,7 @@ //   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.+//   and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). enum ImGuiPopupFlags_ {@@ -1049,18 +1083,22 @@     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+    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_DontClosePopups    = 1 << 0,   // Clicking this doesn'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+    ImGuiSelectableFlags_AllowOverlap       = 1 << 4,   // (WIP) Hit testing to allow subsequent widgets to overlap this one++#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+    ImGuiSelectableFlags_AllowItemOverlap   = ImGuiSelectableFlags_AllowOverlap,  // Renamed in 1.89.7+#endif };  // Flags for ImGui::BeginCombo()@@ -1074,7 +1112,7 @@     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+    ImGuiComboFlags_HeightMask_             = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, };  // Flags for ImGui::BeginTabBar()@@ -1090,7 +1128,7 @@     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+    ImGuiTabBarFlags_FittingPolicyDefault_          = ImGuiTabBarFlags_FittingPolicyResizeDown, };  // Flags for ImGui::BeginTabItem()@@ -1104,7 +1142,7 @@     ImGuiTabItemFlags_NoTooltip                     = 1 << 4,   // Disable tooltip for the given tab     ImGuiTabItemFlags_NoReorder                     = 1 << 5,   // Disable reordering this tab or having another tab cross over this tab     ImGuiTabItemFlags_Leading                       = 1 << 6,   // Enforce the tab position to the left of the tab bar (after the tab list popup button)-    ImGuiTabItemFlags_Trailing                      = 1 << 7    // Enforce the tab position to the right of the tab bar (before the scrolling buttons)+    ImGuiTabItemFlags_Trailing                      = 1 << 7,   // Enforce the tab position to the right of the tab bar (before the scrolling buttons) };  // Flags for ImGui::BeginTable()@@ -1124,7 +1162,7 @@ // - 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.+//    - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. //    - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. //    - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). //      If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.@@ -1150,8 +1188,8 @@     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+    ImGuiTableFlags_NoBordersInBody            = 1 << 11,  // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style+    ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12,  // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style     // Sizing Policy (read above for defaults)     ImGuiTableFlags_SizingFixedFit             = 1 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.     ImGuiTableFlags_SizingFixedSame            = 2 << 13,  // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.@@ -1165,24 +1203,18 @@     // 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_PadOuterX                  = 1 << 21,  // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.+    ImGuiTableFlags_NoPadOuterX                = 1 << 22,  // Default if BordersOuterV is off. Disable outermost padding.     ImGuiTableFlags_NoPadInnerX                = 1 << 23,  // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).     // Scrolling-    ImGuiTableFlags_ScrollX                    = 1 << 24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.+    ImGuiTableFlags_ScrollX                    = 1 << 24,  // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.     ImGuiTableFlags_ScrollY                    = 1 << 25,  // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.     // Sorting     ImGuiTableFlags_SortMulti                  = 1 << 26,  // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).     ImGuiTableFlags_SortTristate               = 1 << 27,  // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).      // [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+    ImGuiTableFlags_SizingMask_                = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, };  // Flags for ImGui::TableSetupColumn()@@ -1219,19 +1251,14 @@     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+    ImGuiTableColumnFlags_NoDirectResize_       = 1 << 30,  // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) };  // 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)+    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()@@ -1239,16 +1266,16 @@ //  - 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.+// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. // If you set the color of RowBg0 target, your color will override the existing RowBg0 color. // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. 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)+    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()@@ -1260,7 +1287,7 @@     ImGuiFocusedFlags_AnyWindow                     = 1 << 2,   // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!     ImGuiFocusedFlags_NoPopupHierarchy              = 1 << 3,   // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)     //ImGuiFocusedFlags_DockHierarchy               = 1 << 4,   // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)-    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows+    ImGuiFocusedFlags_RootAndChildWindows           = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, };  // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()@@ -1277,11 +1304,30 @@     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_AllowWhenOverlappedByItem     = 1 << 8,   // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item.+    ImGuiHoveredFlags_AllowWhenOverlappedByWindow   = 1 << 9,   // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window.+    ImGuiHoveredFlags_AllowWhenDisabled             = 1 << 10,  // IsItemHovered() only: Return true even if the item is disabled+    ImGuiHoveredFlags_NoNavOverride                 = 1 << 11,  // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse+    ImGuiHoveredFlags_AllowWhenOverlapped           = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow,     ImGuiHoveredFlags_RectOnly                      = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,-    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows+    ImGuiHoveredFlags_RootAndChildWindows           = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,++    // Tooltips mode+    // - typically used in IsItemHovered() + SetTooltip() sequence.+    // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior.+    //   e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'.+    // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often.+    // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay.+    ImGuiHoveredFlags_ForTooltip                    = 1 << 12,  // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence.++    // (Advanced) Mouse Hovering delays.+    // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags.+    // - use those if you need specific overrides.+    ImGuiHoveredFlags_Stationary                    = 1 << 13,  // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay.+    ImGuiHoveredFlags_DelayNone                     = 1 << 14,  // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this.+    ImGuiHoveredFlags_DelayShort                    = 1 << 15,  // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).+    ImGuiHoveredFlags_DelayNormal                   = 1 << 16,  // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item).+    ImGuiHoveredFlags_NoSharedDelay                 = 1 << 17,  // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) };  // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()@@ -1289,8 +1335,8 @@ {     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_SourceNoPreviewTooltip       = 1 << 0,   // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.+    ImGuiDragDropFlags_SourceNoDisableHover         = 1 << 1,   // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.     ImGuiDragDropFlags_SourceNoHoldToOpenOthers     = 1 << 2,   // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.     ImGuiDragDropFlags_SourceAllowNullID            = 1 << 3,   // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.     ImGuiDragDropFlags_SourceExtern                 = 1 << 4,   // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.@@ -1299,7 +1345,7 @@     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.+    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.@@ -1341,9 +1387,12 @@     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_+// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.+// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).+// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.+// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921+// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter().+enum ImGuiKey : int {     // Keyboard     ImGuiKey_None = 0,@@ -1397,113 +1446,95 @@     ImGuiKey_KeypadEnter,     ImGuiKey_KeypadEqual, -    // Gamepad (some of those are analog values, 0.0f to 1.0f)                              // NAVIGATION action-    ImGuiKey_GamepadStart,          // Menu (Xbox)          + (Switch)   Start/Options (PS) // ---    ImGuiKey_GamepadBack,           // View (Xbox)          - (Switch)   Share (PS)         // ---    ImGuiKey_GamepadFaceUp,         // Y (Xbox)             X (Switch)   Triangle (PS)      // -> ImGuiNavInput_Input-    ImGuiKey_GamepadFaceDown,       // A (Xbox)             B (Switch)   Cross (PS)         // -> ImGuiNavInput_Activate-    ImGuiKey_GamepadFaceLeft,       // X (Xbox)             Y (Switch)   Square (PS)        // -> ImGuiNavInput_Menu-    ImGuiKey_GamepadFaceRight,      // B (Xbox)             A (Switch)   Circle (PS)        // -> ImGuiNavInput_Cancel-    ImGuiKey_GamepadDpadUp,         // D-pad Up                                             // -> ImGuiNavInput_DpadUp-    ImGuiKey_GamepadDpadDown,       // D-pad Down                                           // -> ImGuiNavInput_DpadDown-    ImGuiKey_GamepadDpadLeft,       // D-pad Left                                           // -> ImGuiNavInput_DpadLeft-    ImGuiKey_GamepadDpadRight,      // D-pad Right                                          // -> ImGuiNavInput_DpadRight-    ImGuiKey_GamepadL1,             // L Bumper (Xbox)      L (Switch)   L1 (PS)            // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow-    ImGuiKey_GamepadR1,             // R Bumper (Xbox)      R (Switch)   R1 (PS)            // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast-    ImGuiKey_GamepadL2,             // L Trigger (Xbox)     ZL (Switch)  L2 (PS) [Analog]-    ImGuiKey_GamepadR2,             // R Trigger (Xbox)     ZR (Switch)  R2 (PS) [Analog]-    ImGuiKey_GamepadL3,             // L Thumbstick (Xbox)  L3 (Switch)  L3 (PS)-    ImGuiKey_GamepadR3,             // R Thumbstick (Xbox)  R3 (Switch)  R3 (PS)-    ImGuiKey_GamepadLStickUp,       // [Analog]                                             // -> ImGuiNavInput_LStickUp-    ImGuiKey_GamepadLStickDown,     // [Analog]                                             // -> ImGuiNavInput_LStickDown-    ImGuiKey_GamepadLStickLeft,     // [Analog]                                             // -> ImGuiNavInput_LStickLeft-    ImGuiKey_GamepadLStickRight,    // [Analog]                                             // -> ImGuiNavInput_LStickRight-    ImGuiKey_GamepadRStickUp,       // [Analog]-    ImGuiKey_GamepadRStickDown,     // [Analog]+    // Gamepad (some of those are analog values, 0.0f to 1.0f)                          // NAVIGATION ACTION+    // (download controller mapping PNG/PSD at http://dearimgui.com/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] +    // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)+    // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.+    ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,++    // [Internal] Reserved for mod storage+    ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,+    ImGuiKey_COUNT,+     // 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).+    // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those+    //   and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).     // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.     //   In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and     //   backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...-    ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper,--    // End of list-    ImGuiKey_COUNT,                 // No valid ImGuiKey is ever greater than this value+    ImGuiMod_None                   = 0,+    ImGuiMod_Ctrl                   = 1 << 12, // Ctrl+    ImGuiMod_Shift                  = 1 << 13, // Shift+    ImGuiMod_Alt                    = 1 << 14, // Option/Menu+    ImGuiMod_Super                  = 1 << 15, // Cmd/Super/Windows+    ImGuiMod_Shortcut               = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS).+    ImGuiMod_Mask_                  = 0xF800,  // 5-bits -    // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array.+    // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.     // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)+    // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END.     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).+    ImGuiKey_KeysData_SIZE          = ImGuiKey_NamedKey_COUNT,  // Size of KeysData[]: only hold named keys+    ImGuiKey_KeysData_OFFSET        = ImGuiKey_NamedKey_BEGIN,  // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. #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).+    ImGuiKey_KeysData_SIZE          = ImGuiKey_COUNT,           // Size of KeysData[]: hold legacy 0..512 keycodes + named keys+    ImGuiKey_KeysData_OFFSET        = 0,                        // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. #endif  #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS-    , ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter   // Renamed in 1.87+    ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89+    ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter,    // Renamed in 1.87 #endif }; -// 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-};--// Gamepad/Keyboard navigation-// Since >= 1.87 backends you generally don't need to care about this enum since io.NavInputs[] is setup automatically. This might become private/internal some day.-// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls.-// Gamepad:  Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame().-// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets.-enum ImGuiNavInput_+#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 {-    // Gamepad Mapping-    ImGuiNavInput_Activate,      // Activate / Open / Toggle / Tweak value       // e.g. Cross  (PS4), A (Xbox), A (Switch), Space (Keyboard)-    ImGuiNavInput_Cancel,        // Cancel / Close / Exit                        // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)-    ImGuiNavInput_Input,         // Text input / On-Screen keyboard              // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)-    ImGuiNavInput_Menu,          // Tap: Toggle menu / Hold: Focus, Move, Resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)-    ImGuiNavInput_DpadLeft,      // Move / Tweak / Resize window (w/ PadMenu)    // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)-    ImGuiNavInput_DpadRight,     //-    ImGuiNavInput_DpadUp,        //-    ImGuiNavInput_DpadDown,      //-    ImGuiNavInput_LStickLeft,    // Scroll / Move window (w/ PadMenu)            // e.g. Left Analog Stick Left/Right/Up/Down-    ImGuiNavInput_LStickRight,   //-    ImGuiNavInput_LStickUp,      //-    ImGuiNavInput_LStickDown,    //-    ImGuiNavInput_FocusPrev,     // Focus Next window (w/ PadMenu)               // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)-    ImGuiNavInput_FocusNext,     // Focus Prev window (w/ PadMenu)               // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)-    ImGuiNavInput_TweakSlow,     // Slower tweaks                                // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)-    ImGuiNavInput_TweakFast,     // Faster tweaks                                // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)--    // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.-    // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from keyboard keys instead of io.NavInputs[].-    ImGuiNavInput_KeyLeft_,      // Move left                                    // = Arrow keys-    ImGuiNavInput_KeyRight_,     // Move right-    ImGuiNavInput_KeyUp_,        // Move up-    ImGuiNavInput_KeyDown_,      // Move down-    ImGuiNavInput_COUNT+    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. NewFrame() will automatically fill io.NavInputs[] based on io.AddKeyEvent() calls-    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad.+    ImGuiConfigFlags_NavEnableKeyboard      = 1 << 0,   // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate.+    ImGuiConfigFlags_NavEnableGamepad       = 1 << 1,   // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.     ImGuiConfigFlags_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.@@ -1511,7 +1542,7 @@      // 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.+    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.@@ -1521,7 +1552,7 @@     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.+    ImGuiBackendFlags_RendererHasVtxOffset  = 1 << 3,   // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. };  // Enumeration for PushStyleColor() / PopStyleColor()@@ -1618,6 +1649,9 @@     ImGuiStyleVar_TabRounding,         // float     TabRounding     ImGuiStyleVar_ButtonTextAlign,     // ImVec2    ButtonTextAlign     ImGuiStyleVar_SelectableTextAlign, // ImVec2    SelectableTextAlign+    ImGuiStyleVar_SeparatorTextBorderSize,// float  SeparatorTextBorderSize+    ImGuiStyleVar_SeparatorTextAlign,  // ImVec2    SeparatorTextAlign+    ImGuiStyleVar_SeparatorTextPadding,// ImVec2    SeparatorTextPadding     ImGuiStyleVar_COUNT }; @@ -1631,7 +1665,7 @@      // [Internal]     ImGuiButtonFlags_MouseButtonMask_       = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,-    ImGuiButtonFlags_MouseButtonDefault_    = ImGuiButtonFlags_MouseButtonLeft+    ImGuiButtonFlags_MouseButtonDefault_    = ImGuiButtonFlags_MouseButtonLeft, };  // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()@@ -1672,14 +1706,15 @@     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+    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]+    // Obsolete names+    //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.+// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText) enum ImGuiSliderFlags_ {     ImGuiSliderFlags_None                   = 0,@@ -1687,12 +1722,10 @@     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.+    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+    // Obsolete names+    //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79] };  // Identify a mouse button.@@ -1713,7 +1746,7 @@     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_ResizeNS,          // When hovering over a horizontal border     ImGuiMouseCursor_ResizeEW,          // When hovering over a vertical border or a column     ImGuiMouseCursor_ResizeNESW,        // When hovering over the bottom-left corner of a window     ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window@@ -1722,16 +1755,28 @@     ImGuiMouseCursor_COUNT }; +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data.+// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent()+// But that "Mouse" data can come from different source which occasionally may be useful for application to know about.+// You can submit a change of pointer type using io.AddMouseSourceEvent().+enum ImGuiMouseSource : int+{+    ImGuiMouseSource_Mouse = 0,         // Input is coming from an actual mouse.+    ImGuiMouseSource_TouchScreen,       // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible).+    ImGuiMouseSource_Pen,               // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates).+    ImGuiMouseSource_COUNT+};+ // Enumeration for ImGui::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_Always        = 1 << 0,   // No condition (always set the variable), same as _None     ImGuiCond_Once          = 1 << 1,   // Set the variable once per runtime session (only the first call will succeed)     ImGuiCond_FirstUseEver  = 1 << 2,   // Set the variable if the object/window has no persistently saved data (no entry in .ini file)-    ImGuiCond_Appearing     = 1 << 3    // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)+    ImGuiCond_Appearing     = 1 << 3,   // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) };  //-----------------------------------------------------------------------------@@ -1780,7 +1825,7 @@     // 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<T>& operator=(const ImVector<T>& src)   { clear(); resize(src.Size); if (src.Data) 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@@ -1844,7 +1889,7 @@     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      WindowMinSize;              // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().     ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.     ImGuiDir    WindowMenuButtonPosition;   // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.     float       ChildRounding;              // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.@@ -1856,7 +1901,7 @@     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      CellPadding;                // Padding within a table cell. CellPadding.y may be altered between different rows.     ImVec2      TouchExtraPadding;          // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!     float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).     float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).@@ -1867,10 +1912,13 @@     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.+    float       TabMinWidthForCloseButton;  // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.     ImGuiDir    ColorButtonPosition;        // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.     ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).     ImVec2      SelectableTextAlign;        // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.+    float       SeparatorTextBorderSize;    // Thickkness of border in SeparatorText()+    ImVec2      SeparatorTextAlign;         // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).+    ImVec2      SeparatorTextPadding;       // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.     ImVec2      DisplayWindowPadding;       // 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). May be removed later.@@ -1881,6 +1929,14 @@     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]; +    // Behaviors+    // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO)+    float             HoverStationaryDelay;     // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary.+    float             HoverDelayShort;          // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay.+    float             HoverDelayNormal;         // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). "+    ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse.+    ImGuiHoveredFlags HoverFlagsForTooltipNav;  // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad.+     IMGUI_API ImGuiStyle();     IMGUI_API void ScaleAllSizes(float scale_factor); };@@ -1893,7 +1949,7 @@ //-----------------------------------------------------------------------------  // [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.+// 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@@ -1915,12 +1971,7 @@     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.+    void*       UserData;                       // = NULL           // Store your own data.      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@@ -1933,12 +1984,40 @@     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. +    // Inputs Behaviors+    // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle)+    float       MouseDoubleClickTime;           // = 0.30f          // Time for a double-click, in seconds.+    float       MouseDoubleClickMaxDist;        // = 6.0f           // Distance threshold to stay in to validate a double-click, in pixels.+    float       MouseDragThreshold;             // = 6.0f           // Distance threshold before considering we are dragging.+    float       KeyRepeatDelay;                 // = 0.275f         // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).+    float       KeyRepeatRate;                  // = 0.050f         // When holding a key/button, rate at which it repeats, in seconds.+     //------------------------------------------------------------------+    // Debug options+    //------------------------------------------------------------------++    // Tools to test correct Begin/End and BeginChild/EndChild behaviors.+    // Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX()+    // This is inconsistent with other BeginXXX functions and create confusion for many users.+    // We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior.+    bool        ConfigDebugBeginReturnValueOnce;// = false          // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows.+    bool        ConfigDebugBeginReturnValueLoop;// = false          // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running.++    // Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.+    // Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them.+    // Consider using e.g. Win32's IsDebuggerPresent() as an additional filter (or see ImOsIsDebuggerPresent() in imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version).+    bool        ConfigDebugIgnoreFocusLoss;     // = false          // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing.++    // Options to audit .ini data+    bool        ConfigDebugIniSettings;         // = false          // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower)++    //------------------------------------------------------------------     // Platform Functions     // (the imgui_impl_xxxx backend files are setting those up for you)     //------------------------------------------------------------------@@ -1965,6 +2044,9 @@     void*       _UnusedPadding;                                     // Unused field to keep data structure the same size. #endif +    // Optional: Platform locale+    ImWchar     PlatformLocaleDecimalPoint;     // '.'              // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point+     //------------------------------------------------------------------     // Input - Call before calling NewFrame()     //------------------------------------------------------------------@@ -1974,16 +2056,20 @@     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  AddMouseWheelEvent(float wheel_x, float wheel_y);       // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left.+    IMGUI_API void  AddMouseSourceEvent(ImGuiMouseSource source);           // Queue a mouse source change (Mouse/TouchScreen/Pen)     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  AddInputCharacterUTF16(ImWchar16 c);                    // Queue a new character input from a UTF-16 character, it can be a surrogate+    IMGUI_API void  AddInputCharactersUTF8(const char* str);                // Queue a new characters input from a 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+    IMGUI_API void  ClearEventsQueue();                                     // Clear all incoming events.+    IMGUI_API void  ClearInputKeys();                                       // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons.+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+    IMGUI_API void  ClearInputCharacters();                                 // [Obsolete] Clear the current frame text input buffer. Now included within ClearInputKeys().+#endif      //------------------------------------------------------------------     // Output - Updated by NewFrame() or EndFrame()/Render()@@ -1998,7 +2084,7 @@     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;                          // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.+    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@@ -2008,31 +2094,35 @@      // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.     // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().+    //   Old (<1.87):  ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) #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!     //------------------------------------------------------------------ +    ImGuiContext* Ctx;                              // Parent UI context (needs to be set explicitly by parent).+     // Main Input State     // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)     // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)     ImVec2      MousePos;                           // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)-    bool        MouseDown[5];                       // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. 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.+    bool        MouseDown[5];                       // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.+    float       MouseWheel;                         // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll.+    float       MouseWheelH;                        // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.+    ImGuiMouseSource MouseSource;                   // Mouse actual input peripheral (Mouse/TouchScreen/Pen).     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-    float       NavInputs[ImGuiNavInput_COUNT];     // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().      // 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.+    ImGuiKeyChord KeyMods;                          // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, 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@@ -2044,11 +2134,10 @@     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.+    bool        MouseWheelRequestAxisSwap;          // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system.     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     float       MouseDragMaxDistanceSqr[5];         // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)-    float       NavInputsDownDuration[ImGuiNavInput_COUNT];-    float       NavInputsDownDurationPrev[ImGuiNavInput_COUNT];     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()@@ -2075,6 +2164,7 @@ // - ImGuiInputTextFlags_CallbackResize:      Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. struct ImGuiInputTextCallbackData {+    ImGuiContext*       Ctx;            // Parent UI context     ImGuiInputTextFlags EventFlag;      // One ImGuiInputTextFlags_Callback*    // Read-only     ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only     void*               UserData;       // What user passed to InputText()      // Read-only@@ -2106,7 +2196,7 @@ // 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()+    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).     ImVec2  Pos;            // Read-only.   Window position, for reference.     ImVec2  CurrentSize;    // Read-only.   Current window size.     ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.@@ -2159,7 +2249,7 @@ };  //------------------------------------------------------------------------------// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor)+// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) //-----------------------------------------------------------------------------  // Helper: Unicode defines@@ -2170,7 +2260,7 @@ #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.+// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame {@@ -2278,7 +2368,7 @@ };  // 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+// If you have lots evenly spaced items and you have random access to the list, you can perform coarse // clipping based on visibility to only submit items that are in view. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. // (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally@@ -2299,6 +2389,7 @@ // - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. struct ImGuiListClipper {+    ImGuiContext*   Ctx;                // Parent UI context     int             DisplayStart;       // First item to display, updated by each call to Step()     int             DisplayEnd;         // End of items to display (exclusive)     int             ItemsCount;         // [Internal] Number of items@@ -2314,14 +2405,44 @@     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.+    // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility.+    // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range).+    inline void     IncludeItemByIndex(int item_index)                  { IncludeItemsByIndex(item_index, item_index + 1); }+    IMGUI_API void  IncludeItemsByIndex(int item_begin, int item_end);  // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped.  #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]+    inline void IncludeRangeByIndices(int item_begin, int item_end)      { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9]+    inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6]+    //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: ImVec2/ImVec4 operators+// - It is important that we are keeping those disabled by default so they don't leak in user space.+// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h)+// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy.+#ifdef IMGUI_DEFINE_MATH_OPERATORS+#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED+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-(const ImVec2& lhs)                      { return ImVec2(-lhs.x, -lhs.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 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@@ -2355,8 +2476,8 @@     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; }+    constexpr ImColor(int r, int g, int b, int a = 255)             : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {}+    constexpr ImColor(ImU32 rgba)                                   : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {}     inline operator ImU32() const                                   { return ImGui::ColorConvertFloat4ToU32(Value); }     inline operator ImVec4() const                                  { return Value; } @@ -2424,7 +2545,7 @@ #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.+// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif@@ -2479,7 +2600,7 @@     ImDrawFlags_RoundCornersRight           = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,     ImDrawFlags_RoundCornersAll             = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,     ImDrawFlags_RoundCornersDefault_        = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.-    ImDrawFlags_RoundCornersMask_           = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone+    ImDrawFlags_RoundCornersMask_           = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, };  // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.@@ -2490,7 +2611,7 @@     ImDrawListFlags_AntiAliasedLines        = 1 << 0,  // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)     ImDrawListFlags_AntiAliasedLinesUseTex  = 1 << 1,  // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).     ImDrawListFlags_AntiAliasedFill         = 1 << 2,  // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).-    ImDrawListFlags_AllowVtxOffset          = 1 << 3   // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.+    ImDrawListFlags_AllowVtxOffset          = 1 << 3,  // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. };  // Draw command list@@ -2512,7 +2633,7 @@      // [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)+    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)@@ -2524,7 +2645,7 @@     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(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)@@ -2541,7 +2662,7 @@     // - 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.+    //   Use AddNgon() and AddNgonFilled() functions if you need to guarantee 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)@@ -2590,7 +2711,7 @@     // 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!+    // - 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); }@@ -2609,10 +2730,9 @@     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+    // Obsolete names+    //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)      // [Internal helpers]     IMGUI_API void  _ResetForNewFrame();@@ -2632,18 +2752,20 @@ // 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.+    bool                Valid;              // Only valid after Render() is called and before the next NewFrame() is called.+    int                 CmdListsCount;      // Number of ImDrawList* to render (should always be == CmdLists.size)+    int                 TotalIdxCount;      // For convenience, sum of all ImDrawList's IdxBuffer.Size+    int                 TotalVtxCount;      // For convenience, sum of all ImDrawList's VtxBuffer.Size+    ImVector<ImDrawList*> CmdLists;         // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here.+    ImVec2              DisplayPos;         // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications)+    ImVec2              DisplaySize;        // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications)+    ImVec2              FramebufferScale;   // Amount of pixels for each unit of DisplaySize. 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  Clear();+    IMGUI_API void  AddDrawList(ImDrawList* draw_list);     // Helper to add an external draw list into an existing ImDrawData.     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. };@@ -2659,12 +2781,12 @@     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             OversampleH;            // 2        // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details.     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.+    const ImWchar*  GlyphRanges;            // NULL     // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list).     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.@@ -2726,7 +2848,7 @@     ImFontAtlasFlags_None               = 0,     ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0,   // Don't round the height to next power of two     ImFontAtlasFlags_NoMouseCursors     = 1 << 1,   // Don't build software mouse cursors into the atlas (save a little texture memory)-    ImFontAtlasFlags_NoBakedLines       = 1 << 2    // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).+    ImFontAtlasFlags_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:@@ -2745,7 +2867,7 @@ // - 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!+// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! struct ImFontAtlas {     IMGUI_API ImFontAtlas();@@ -2769,7 +2891,7 @@     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...+    bool                        IsBuilt() const             { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...     void                        SetTexID(ImTextureID id)    { TexID = id; }      //-------------------------------------------@@ -2777,9 +2899,11 @@     //-------------------------------------------      // 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: Make sure that your string are UTF-8 and NOT in your local code page.+    // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.     // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.     IMGUI_API const ImWchar*    GetGlyphRangesDefault();                // Basic Latin, Extended Latin+    IMGUI_API const ImWchar*    GetGlyphRangesGreek();                  // Default + Greek and Coptic     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@@ -2816,6 +2940,7 @@     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.+    void*                       UserData;           // Store your own atlas related user-data (if e.g. you have multiple font atlas).      // [Internal]     // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.@@ -2864,8 +2989,10 @@     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)+    ImWchar                     EllipsisChar;       // 2     // out // = '...'/'.'// Character used for ellipsis rendering.+    short                       EllipsisCharCount;  // 1     // out // 1 or 3+    float                       EllipsisWidth;      // 4     // out               // Width+    float                       EllipsisCharStep;   // 4     // out               // Step between characters when EllipsisCount > 0     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]@@ -2908,7 +3035,7 @@     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_OwnedByApp               = 1 << 2,   // Platform Window: is created/managed by the application (rather than a dear imgui backend) };  // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows.@@ -2959,53 +3086,59 @@ namespace ImGui { #ifndef IMGUI_DISABLE_OBSOLETE_KEYIO-    IMGUI_API int       GetKeyIndex(ImGuiKey key);  // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]+    IMGUI_API ImGuiKey     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; }+    static inline ImGuiKey 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 1.89.7 (from June 2023)+    IMGUI_API void      SetItemAllowOverlap();                                              // Use SetNextItemAllowOverlap() before item.+    // OBSOLETED in 1.89.4 (from March 2023)+    static inline void  PushAllowKeyboardFocus(bool tab_stop)                               { PushTabStop(tab_stop); }+    static inline void  PopAllowKeyboardFocus()                                             { PopTabStop(); }+    // OBSOLETED in 1.89 (from August 2022)+    IMGUI_API bool      ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)     // 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.+    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)); }+    static inline float GetWindowContentRegionWidth()                                       { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }      // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)+    //-- OBSOLETED in 1.81 (from February 2021)+    //static inline bool  ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0))         { return BeginListBox(label, size); }+    //static inline bool  ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items+    //static inline void  ListBoxFooter()                                                             { EndListBox(); }+    //-- OBSOLETED in 1.79 (from August 2020)+    //static inline void  OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1)    { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!+    //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.+    //IMGUI_API bool      DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f)                                                            // OBSOLETED in 1.78 (from June 2020)+    //IMGUI_API bool      DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                          // OBSOLETED in 1.78 (from June 2020)+    //IMGUI_API bool      SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                                                        // OBSOLETED in 1.78 (from June 2020)+    //IMGUI_API bool      SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f);                                                       // OBSOLETED in 1.78 (from June 2020)+    //static inline bool  DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f)    { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }     // OBSOLETED in 1.78 (from June 2020)+    //static inline bool  DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)+    //static inline bool  DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)+    //static inline bool  DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)+    //static inline bool  SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f)                 { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }            // OBSOLETED in 1.78 (from June 2020)+    //static inline bool  SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)+    //static inline bool  SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)+    //static inline bool  SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f)              { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }        // OBSOLETED in 1.78 (from June 2020)+    //-- OBSOLETED in 1.77 and before+    //static inline bool  BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)     //static inline void  TreeAdvanceToLabelPos()               { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); }   // OBSOLETED in 1.72 (from July 2019)     //static inline void  SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); }                       // OBSOLETED in 1.71 (from June 2019)     //static inline float GetContentRegionAvailWidth()          { return GetContentRegionAvail().x; }                               // OBSOLETED in 1.70 (from May 2019)     //static inline ImDrawList* GetOverlayDrawList()            { return GetForegroundDrawList(); }                                 // OBSOLETED in 1.69 (from Mar 2019)     //static inline void  SetScrollHere(float ratio = 0.5f)     { SetScrollHereY(ratio); }                                          // OBSOLETED in 1.66 (from Nov 2018)     //static inline bool  IsItemDeactivatedAfterChange()        { return IsItemDeactivatedAfterEdit(); }                            // OBSOLETED in 1.63 (from Aug 2018)+    //-- OBSOLETED in 1.60 and before     //static inline bool  IsAnyWindowFocused()                  { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); }            // OBSOLETED in 1.60 (from Apr 2018)     //static inline bool  IsAnyWindowHovered()                  { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)     //static inline void  ShowTestWindow()                      { return ShowDemoWindow(); }                                        // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)@@ -3013,6 +3146,19 @@     //static inline bool  IsRootWindowOrAnyChildFocused()       { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); }  // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)     //static inline void  SetNextWindowContentWidth(float w)    { SetNextWindowContentSize(ImVec2(w, 0.0f)); }                      // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)     //static inline float GetItemsLineHeightWithSpacing()       { return GetFrameHeightWithSpacing(); }                             // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)+    //IMGUI_API bool      Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().+    //static inline bool  IsRootWindowOrAnyChildHovered()       { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); }  // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)+    //static inline void  AlignFirstTextHeightToWidgets()       { AlignTextToFramePadding(); }                                      // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)+    //static inline void  SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)+    //static inline bool  IsItemHoveredRect()                   { return IsItemHovered(ImGuiHoveredFlags_RectOnly); }               // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)+    //static inline bool  IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; }                                     // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.+    //static inline bool  IsMouseHoveringAnyWindow()            { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); }            // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)+    //static inline bool  IsMouseHoveringWindow()               { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); }       // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)+    //-- OBSOLETED in 1.50 and before+    //static inline bool  CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49+    //static inline ImFont*GetWindowFont()                      { return GetFont(); }                                               // OBSOLETED in 1.48+    //static inline float GetWindowFontSize()                   { return GetFontSize(); }                                           // OBSOLETED in 1.48+    //static inline void  SetScrollPosHere()                    { SetScrollHere(); }                                                // OBSOLETED in 1.42 }  // OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()@@ -3028,12 +3174,15 @@     ImDrawCornerFlags_Top       = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,     ImDrawCornerFlags_Bot       = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,     ImDrawCornerFlags_Left      = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,-    ImDrawCornerFlags_Right     = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight+    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 };+// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)+// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.+typedef ImGuiKeyChord ImGuiModFlags;      // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there.+enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };+//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int+//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };  #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS 
imgui/imgui_demo.cpp view
@@ -1,7926 +1,8214 @@-// dear imgui, v1.88-// (demo code)--// 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 more details, documentation and comments.-// Get the latest version at https://github.com/ocornut/imgui--// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:-// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other-// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available-// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone-// in your team, likely leading you to poorer usage of the library.-// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().-// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be-// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.-// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference.-// Thank you,-// -Your beloved friend, imgui_demo.cpp (which you won't delete)--// Message to beginner C/C++ programmers about the meaning of the 'static' keyword:-// In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls,-// so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to-// gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller-// in size. It also happens to be a convenient way of storing simple UI related information as long as your function-// doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code,-// but most of the real data you would be editing is likely going to be stored outside your functions.--// The Demo code in this file is designed to be easy to copy-and-paste into your application!-// Because of this:-// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.-// - We try to declare static variables in the local scope, as close as possible to the code using them.-// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API.-// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided-//   by imgui_internal.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional-//   and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.-//   Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.--// Navigating this file:-// - 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.--/*--Index of this file:--// [SECTION] Forward Declarations, Helpers-// [SECTION] Demo Window / ShowDemoWindow()-// - sub section: ShowDemoWindowWidgets()-// - sub section: ShowDemoWindowLayout()-// - sub section: ShowDemoWindowPopups()-// - sub section: ShowDemoWindowTables()-// - sub section: ShowDemoWindowMisc()-// [SECTION] About Window / ShowAboutWindow()-// [SECTION] Style Editor / ShowStyleEditor()-// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()-// [SECTION] Example App: Debug Console / ShowExampleAppConsole()-// [SECTION] Example App: Debug Log / ShowExampleAppLog()-// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()-// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()-// [SECTION] Example App: Long Text / ShowExampleAppLongText()-// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()-// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()-// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()-// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()-// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles()-// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()-// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()--*/--#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)-#define _CRT_SECURE_NO_WARNINGS-#endif--#include "imgui.h"-#ifndef IMGUI_DISABLE--// System includes-#include <ctype.h>          // toupper-#include <limits.h>         // INT_MIN, INT_MAX-#include <math.h>           // sqrtf, powf, cosf, sinf, floorf, ceilf-#include <stdio.h>          // vsnprintf, sscanf, printf-#include <stdlib.h>         // NULL, malloc, free, atoi-#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier-#include <stddef.h>         // intptr_t-#else-#include <stdint.h>         // intptr_t-#endif--// Visual Studio warnings-#ifdef _MSC_VER-#pragma warning (disable: 4127)     // condition expression is constant-#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen-#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).-#endif--// Clang/GCC warnings with -Weverything-#if defined(__clang__)-#if __has_warning("-Wunknown-warning-option")-#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                     // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!-#endif-#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'-#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                           // yes, they are more terse.-#pragma clang diagnostic ignored "-Wdeprecated-declarations"        // warning: 'xx' is deprecated: The POSIX name for this..   // for strdup used in demo code (so user can copy & paste the code)-#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type-#pragma clang diagnostic ignored "-Wformat-security"                // warning: format string is not a string literal-#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor    // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.-#pragma clang diagnostic ignored "-Wunused-macros"                  // warning: macro is not used                               // we define snprintf/vsnprintf on Windows so they are available, but not always used.-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                   // some standard header variations use #define NULL 0-#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.-#pragma clang diagnostic ignored "-Wreserved-id-macro"              // warning: macro name is a reserved identifier-#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision-#elif defined(__GNUC__)-#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind-#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size-#pragma GCC diagnostic ignored "-Wformat-security"          // warning: format string is not a string literal (potentially insecure)-#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function-#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value-#pragma GCC diagnostic ignored "-Wmisleading-indentation"   // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement      // GCC 6.0+ only. See #883 on GitHub.-#endif--// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)-#ifdef _WIN32-#define IM_NEWLINE  "\r\n"-#else-#define IM_NEWLINE  "\n"-#endif--// Helpers-#if defined(_MSC_VER) && !defined(snprintf)-#define snprintf    _snprintf-#endif-#if defined(_MSC_VER) && !defined(vsnprintf)-#define vsnprintf   _vsnprintf-#endif--// Format specifiers, printing 64-bit hasn't been decently standardized...-// In a real application you should be using PRId64 and PRIu64 from <inttypes.h> (non-windows) and on Windows define them yourself.-#ifdef _MSC_VER-#define IM_PRId64   "I64d"-#define IM_PRIu64   "I64u"-#else-#define IM_PRId64   "lld"-#define IM_PRIu64   "llu"-#endif--// Helpers macros-// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste,-// but making an exception here as those are largely simplifying code...-// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo.-#define IM_MIN(A, B)            (((A) < (B)) ? (A) : (B))-#define IM_MAX(A, B)            (((A) >= (B)) ? (A) : (B))-#define IM_CLAMP(V, MN, MX)     ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V))--// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall-#ifndef IMGUI_CDECL-#ifdef _MSC_VER-#define IMGUI_CDECL __cdecl-#else-#define IMGUI_CDECL-#endif-#endif--//------------------------------------------------------------------------------// [SECTION] Forward Declarations, Helpers-//-------------------------------------------------------------------------------#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)--// Forward Declarations-static void ShowExampleAppDocuments(bool* p_open);-static void ShowExampleAppMainMenuBar();-static void ShowExampleAppConsole(bool* p_open);-static void ShowExampleAppLog(bool* p_open);-static void ShowExampleAppLayout(bool* p_open);-static void ShowExampleAppPropertyEditor(bool* p_open);-static void ShowExampleAppLongText(bool* p_open);-static void ShowExampleAppAutoResize(bool* p_open);-static void ShowExampleAppConstrainedResize(bool* p_open);-static void ShowExampleAppSimpleOverlay(bool* p_open);-static void ShowExampleAppFullscreen(bool* p_open);-static void ShowExampleAppWindowTitles(bool* p_open);-static void ShowExampleAppCustomRendering(bool* p_open);-static void ShowExampleMenuFile();--// Helper to display a little (?) mark which shows a tooltip when hovered.-// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)-static void HelpMarker(const char* desc)-{-    ImGui::TextDisabled("(?)");-    if (ImGui::IsItemHovered())-    {-        ImGui::BeginTooltip();-        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);-        ImGui::TextUnformatted(desc);-        ImGui::PopTextWrapPos();-        ImGui::EndTooltip();-    }-}--// Helper to wire demo markers located in code to a interactive browser-typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data);-extern ImGuiDemoMarkerCallback  GImGuiDemoMarkerCallback;-extern void*                    GImGuiDemoMarkerCallbackUserData;-ImGuiDemoMarkerCallback         GImGuiDemoMarkerCallback = NULL;-void*                           GImGuiDemoMarkerCallbackUserData = NULL;-#define IMGUI_DEMO_MARKER(section)  do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)--// Helper to display basic user controls.-void ImGui::ShowUserGuide()-{-    ImGuiIO& io = ImGui::GetIO();-    ImGui::BulletText("Double-click on title bar to collapse window.");-    ImGui::BulletText(-        "Click and drag on lower corner to resize window\n"-        "(double-click to auto fit window to its contents).");-    ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");-    ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");-	ImGui::BulletText("CTRL+Tab to select a window.");-	if (io.FontAllowUserScaling)-        ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");-    ImGui::BulletText("While inputing text:\n");-    ImGui::Indent();-    ImGui::BulletText("CTRL+Left/Right to word jump.");-    ImGui::BulletText("CTRL+A or double-click to select all.");-    ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");-    ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");-    ImGui::BulletText("ESCAPE to revert.");-    ImGui::Unindent();-    ImGui::BulletText("With keyboard navigation enabled:");-    ImGui::Indent();-    ImGui::BulletText("Arrow keys to navigate.");-    ImGui::BulletText("Space to activate a widget.");-    ImGui::BulletText("Return to input text into a widget.");-    ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");-    ImGui::BulletText("Alt to jump to the menu layer of a window.");-    ImGui::Unindent();-}--//------------------------------------------------------------------------------// [SECTION] Demo Window / ShowDemoWindow()-//------------------------------------------------------------------------------// - ShowDemoWindowWidgets()-// - ShowDemoWindowLayout()-// - ShowDemoWindowPopups()-// - ShowDemoWindowTables()-// - ShowDemoWindowColumns()-// - ShowDemoWindowMisc()-//-------------------------------------------------------------------------------// We split the contents of the big ShowDemoWindow() function into smaller functions-// (because the link time of very large functions grow non-linearly)-static void ShowDemoWindowWidgets();-static void ShowDemoWindowLayout();-static void ShowDemoWindowPopups();-static void ShowDemoWindowTables();-static void ShowDemoWindowColumns();-static void ShowDemoWindowMisc();--// Demonstrate most Dear ImGui features (this is big function!)-// You may execute this function to experiment with the UI and understand what it does.-// You may then search for keywords in the code when you are interested by a specific feature.-void ImGui::ShowDemoWindow(bool* p_open)-{-    // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup-    // Most ImGui functions would normally just crash if the context is missing.-    IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!");--    // Examples Apps (accessible from the "Examples" menu)-    static bool show_app_main_menu_bar = false;-    static bool show_app_documents = false;--    static bool show_app_console = false;-    static bool show_app_log = false;-    static bool show_app_layout = false;-    static bool show_app_property_editor = false;-    static bool show_app_long_text = false;-    static bool show_app_auto_resize = false;-    static bool show_app_constrained_resize = false;-    static bool show_app_simple_overlay = false;-    static bool show_app_fullscreen = false;-    static bool show_app_window_titles = false;-    static bool show_app_custom_rendering = false;--    if (show_app_main_menu_bar)       ShowExampleAppMainMenuBar();-    if (show_app_documents)           ShowExampleAppDocuments(&show_app_documents);--    if (show_app_console)             ShowExampleAppConsole(&show_app_console);-    if (show_app_log)                 ShowExampleAppLog(&show_app_log);-    if (show_app_layout)              ShowExampleAppLayout(&show_app_layout);-    if (show_app_property_editor)     ShowExampleAppPropertyEditor(&show_app_property_editor);-    if (show_app_long_text)           ShowExampleAppLongText(&show_app_long_text);-    if (show_app_auto_resize)         ShowExampleAppAutoResize(&show_app_auto_resize);-    if (show_app_constrained_resize)  ShowExampleAppConstrainedResize(&show_app_constrained_resize);-    if (show_app_simple_overlay)      ShowExampleAppSimpleOverlay(&show_app_simple_overlay);-    if (show_app_fullscreen)          ShowExampleAppFullscreen(&show_app_fullscreen);-    if (show_app_window_titles)       ShowExampleAppWindowTitles(&show_app_window_titles);-    if (show_app_custom_rendering)    ShowExampleAppCustomRendering(&show_app_custom_rendering);--    // Dear ImGui Apps (accessible from the "Tools" menu)-    static bool show_app_metrics = false;-    static bool show_app_debug_log = false;-    static bool show_app_stack_tool = false;-    static bool show_app_about = false;-    static bool show_app_style_editor = false;--    if (show_app_metrics)-        ImGui::ShowMetricsWindow(&show_app_metrics);-    if (show_app_debug_log)-        ImGui::ShowDebugLogWindow(&show_app_debug_log);-    if (show_app_stack_tool)-        ImGui::ShowStackToolWindow(&show_app_stack_tool);-    if (show_app_about)-        ImGui::ShowAboutWindow(&show_app_about);-    if (show_app_style_editor)-    {-        ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor);-        ImGui::ShowStyleEditor();-        ImGui::End();-    }--    // Demonstrate the various window flags. Typically you would just use the default!-    static bool no_titlebar = false;-    static bool no_scrollbar = false;-    static bool no_menu = false;-    static bool no_move = false;-    static bool no_resize = false;-    static bool no_collapse = false;-    static bool no_close = false;-    static bool no_nav = false;-    static bool no_background = false;-    static bool no_bring_to_front = false;-    static bool unsaved_document = false;--    ImGuiWindowFlags window_flags = 0;-    if (no_titlebar)        window_flags |= ImGuiWindowFlags_NoTitleBar;-    if (no_scrollbar)       window_flags |= ImGuiWindowFlags_NoScrollbar;-    if (!no_menu)           window_flags |= ImGuiWindowFlags_MenuBar;-    if (no_move)            window_flags |= ImGuiWindowFlags_NoMove;-    if (no_resize)          window_flags |= ImGuiWindowFlags_NoResize;-    if (no_collapse)        window_flags |= ImGuiWindowFlags_NoCollapse;-    if (no_nav)             window_flags |= ImGuiWindowFlags_NoNav;-    if (no_background)      window_flags |= ImGuiWindowFlags_NoBackground;-    if (no_bring_to_front)  window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;-    if (unsaved_document)   window_flags |= ImGuiWindowFlags_UnsavedDocument;-    if (no_close)           p_open = NULL; // Don't pass our bool* to Begin--    // We specify a default position/size in case there's no data in the .ini file.-    // We only do it to make the demo applications a little more welcoming, but typically this isn't required.-    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();-    ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);-    ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);--    // Main body of the Demo window starts here.-    if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags))-    {-        // Early out if the window is collapsed, as an optimization.-        ImGui::End();-        return;-    }--    // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.--    // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)-    //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);--    // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.-    ImGui::PushItemWidth(ImGui::GetFontSize() * -12);--    // Menu Bar-    if (ImGui::BeginMenuBar())-    {-        if (ImGui::BeginMenu("Menu"))-        {-            IMGUI_DEMO_MARKER("Menu/File");-            ShowExampleMenuFile();-            ImGui::EndMenu();-        }-        if (ImGui::BeginMenu("Examples"))-        {-            IMGUI_DEMO_MARKER("Menu/Examples");-            ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);-            ImGui::MenuItem("Console", NULL, &show_app_console);-            ImGui::MenuItem("Log", NULL, &show_app_log);-            ImGui::MenuItem("Simple layout", NULL, &show_app_layout);-            ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);-            ImGui::MenuItem("Long text display", NULL, &show_app_long_text);-            ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);-            ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);-            ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay);-            ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen);-            ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);-            ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);-            ImGui::MenuItem("Documents", NULL, &show_app_documents);-            ImGui::EndMenu();-        }-        //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar!-        if (ImGui::BeginMenu("Tools"))-        {-            IMGUI_DEMO_MARKER("Menu/Tools");-#ifndef IMGUI_DISABLE_DEBUG_TOOLS-            const bool has_debug_tools = true;-#else-            const bool has_debug_tools = false;-#endif-            ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools);-            ImGui::MenuItem("Debug Log", NULL, &show_app_debug_log, has_debug_tools);-            ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool, has_debug_tools);-            ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);-            ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about);-            ImGui::EndMenu();-        }-        ImGui::EndMenuBar();-    }--    ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);-    ImGui::Spacing();--    IMGUI_DEMO_MARKER("Help");-    if (ImGui::CollapsingHeader("Help"))-    {-        ImGui::Text("ABOUT THIS DEMO:");-        ImGui::BulletText("Sections below are demonstrating many aspects of the library.");-        ImGui::BulletText("The \"Examples\" menu above leads to more demo contents.");-        ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n"-                          "and Metrics/Debugger (general purpose Dear ImGui debugging tool).");-        ImGui::Separator();--        ImGui::Text("PROGRAMMER GUIDE:");-        ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");-        ImGui::BulletText("See comments in imgui.cpp.");-        ImGui::BulletText("See example applications in the examples/ folder.");-        ImGui::BulletText("Read the FAQ at http://www.dearimgui.org/faq/");-        ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");-        ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");-        ImGui::Separator();--        ImGui::Text("USER GUIDE:");-        ImGui::ShowUserGuide();-    }--    IMGUI_DEMO_MARKER("Configuration");-    if (ImGui::CollapsingHeader("Configuration"))-    {-        ImGuiIO& io = ImGui::GetIO();--        if (ImGui::TreeNode("Configuration##2"))-        {-            ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard",    &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);-            ImGui::SameLine(); HelpMarker("Enable keyboard controls.");-            ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad",     &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);-            ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");-            ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);-            ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");-            ImGui::CheckboxFlags("io.ConfigFlags: NoMouse",              &io.ConfigFlags, ImGuiConfigFlags_NoMouse);-            if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)-            {-                // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it:-                if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f)-                {-                    ImGui::SameLine();-                    ImGui::Text("<<PRESS SPACE TO DISABLE>>");-                }-                if (ImGui::IsKeyPressed(ImGuiKey_Space))-                    io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;-            }-            ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);-            ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");-            ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);-            ImGui::SameLine(); HelpMarker("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.");-            ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);-            ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");-            ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);-            ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");-            ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);-            ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");-            ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);-            ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);-            ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");-            ImGui::Text("Also see Style->Rendering for rendering options.");-            ImGui::TreePop();-            ImGui::Separator();-        }--        IMGUI_DEMO_MARKER("Configuration/Backend Flags");-        if (ImGui::TreeNode("Backend Flags"))-        {-            HelpMarker(-                "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"-                "Here we expose them as read-only fields to avoid breaking interactions with your backend.");--            // Make a local copy to avoid modifying actual backend flags.-            // FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent..-            ImGuiBackendFlags backend_flags = io.BackendFlags;-            ImGui::CheckboxFlags("io.BackendFlags: HasGamepad",           &backend_flags, ImGuiBackendFlags_HasGamepad);-            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors",      &backend_flags, ImGuiBackendFlags_HasMouseCursors);-            ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos",       &backend_flags, ImGuiBackendFlags_HasSetMousePos);-            ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset);-            ImGui::TreePop();-            ImGui::Separator();-        }--        IMGUI_DEMO_MARKER("Configuration/Style");-        if (ImGui::TreeNode("Style"))-        {-            HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.");-            ImGui::ShowStyleEditor();-            ImGui::TreePop();-            ImGui::Separator();-        }--        IMGUI_DEMO_MARKER("Configuration/Capture, Logging");-        if (ImGui::TreeNode("Capture/Logging"))-        {-            HelpMarker(-                "The logging API redirects all text output so you can easily capture the content of "-                "a window or a block. Tree nodes can be automatically expanded.\n"-                "Try opening any of the contents below in this window and then click one of the \"Log To\" button.");-            ImGui::LogButtons();--            HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.");-            if (ImGui::Button("Copy \"Hello, world!\" to clipboard"))-            {-                ImGui::LogToClipboard();-                ImGui::LogText("Hello, world!");-                ImGui::LogFinish();-            }-            ImGui::TreePop();-        }-    }--    IMGUI_DEMO_MARKER("Window options");-    if (ImGui::CollapsingHeader("Window options"))-    {-        if (ImGui::BeginTable("split", 3))-        {-            ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar);-            ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar);-            ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu);-            ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move);-            ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize);-            ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse);-            ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close);-            ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav);-            ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background);-            ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front);-            ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document);-            ImGui::EndTable();-        }-    }--    // All demo contents-    ShowDemoWindowWidgets();-    ShowDemoWindowLayout();-    ShowDemoWindowPopups();-    ShowDemoWindowTables();-    ShowDemoWindowMisc();--    // End of ShowDemoWindow()-    ImGui::PopItemWidth();-    ImGui::End();-}--static void ShowDemoWindowWidgets()-{-    IMGUI_DEMO_MARKER("Widgets");-    if (!ImGui::CollapsingHeader("Widgets"))-        return;--    static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom-    if (disable_all)-        ImGui::BeginDisabled();--    IMGUI_DEMO_MARKER("Widgets/Basic");-    if (ImGui::TreeNode("Basic"))-    {-        IMGUI_DEMO_MARKER("Widgets/Basic/Button");-        static int clicked = 0;-        if (ImGui::Button("Button"))-            clicked++;-        if (clicked & 1)-        {-            ImGui::SameLine();-            ImGui::Text("Thanks for clicking me!");-        }--        IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox");-        static bool check = true;-        ImGui::Checkbox("checkbox", &check);--        IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton");-        static int e = 0;-        ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();-        ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();-        ImGui::RadioButton("radio c", &e, 2);--        // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.-        IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)");-        for (int i = 0; i < 7; i++)-        {-            if (i > 0)-                ImGui::SameLine();-            ImGui::PushID(i);-            ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f));-            ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f));-            ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f));-            ImGui::Button("Click");-            ImGui::PopStyleColor(3);-            ImGui::PopID();-        }--        // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements-        // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!)-        // See 'Demo->Layout->Text Baseline Alignment' for details.-        ImGui::AlignTextToFramePadding();-        ImGui::Text("Hold to repeat:");-        ImGui::SameLine();--        // Arrow buttons with Repeater-        IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)");-        static int counter = 0;-        float spacing = ImGui::GetStyle().ItemInnerSpacing.x;-        ImGui::PushButtonRepeat(true);-        if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; }-        ImGui::SameLine(0.0f, spacing);-        if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; }-        ImGui::PopButtonRepeat();-        ImGui::SameLine();-        ImGui::Text("%d", counter);--        IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips");-        ImGui::Text("Hover over me");-        if (ImGui::IsItemHovered())-            ImGui::SetTooltip("I am a tooltip");--        ImGui::SameLine();-        ImGui::Text("- or me");-        if (ImGui::IsItemHovered())-        {-            ImGui::BeginTooltip();-            ImGui::Text("I am a fancy tooltip");-            static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };-            ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));-            ImGui::EndTooltip();-        }--        ImGui::Separator();-        ImGui::LabelText("label", "Value");--        {-            // Using the _simplified_ one-liner Combo() api here-            // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api.-            IMGUI_DEMO_MARKER("Widgets/Basic/Combo");-            const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" };-            static int item_current = 0;-            ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));-            ImGui::SameLine(); HelpMarker(-                "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.");-        }--        {-            // To wire InputText() with std::string or any other custom string type,-            // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.-            IMGUI_DEMO_MARKER("Widgets/Basic/InputText");-            static char str0[128] = "Hello, world!";-            ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));-            ImGui::SameLine(); HelpMarker(-                "USER:\n"-                "Hold SHIFT or use mouse to select text.\n"-                "CTRL+Left/Right to word jump.\n"-                "CTRL+A or double-click to select all.\n"-                "CTRL+X,CTRL+C,CTRL+V clipboard.\n"-                "CTRL+Z,CTRL+Y undo/redo.\n"-                "ESCAPE to revert.\n\n"-                "PROGRAMMER:\n"-                "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() "-                "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated "-                "in imgui_demo.cpp).");--            static char str1[128] = "";-            ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1));--            IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat");-            static int i0 = 123;-            ImGui::InputInt("input int", &i0);--            static float f0 = 0.001f;-            ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");--            static double d0 = 999999.00000001;-            ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f");--            static float f1 = 1.e10f;-            ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e");-            ImGui::SameLine(); HelpMarker(-                "You can input value using the scientific notation,\n"-                "  e.g. \"1e+8\" becomes \"100000000\".");--            static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };-            ImGui::InputFloat3("input float3", vec4a);-        }--        {-            IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat");-            static int i1 = 50, i2 = 42;-            ImGui::DragInt("drag int", &i1, 1);-            ImGui::SameLine(); HelpMarker(-                "Click and drag to edit value.\n"-                "Hold SHIFT/ALT for faster/slower edit.\n"-                "Double-click or CTRL+click to input value.");--            ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp);--            static float f1 = 1.00f, f2 = 0.0067f;-            ImGui::DragFloat("drag float", &f1, 0.005f);-            ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns");-        }--        {-            IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat");-            static int i1 = 0;-            ImGui::SliderInt("slider int", &i1, -1, 3);-            ImGui::SameLine(); HelpMarker("CTRL+click to input value.");--            static float f1 = 0.123f, f2 = 0.0f;-            ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");-            ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic);--            IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle");-            static float angle = 0.0f;-            ImGui::SliderAngle("slider angle", &angle);--            // Using the format string to display a name instead of an integer.-            // Here we completely omit '%d' from the format string, so it'll only display a name.-            // This technique can also be used with DragInt().-            IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)");-            enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };-            static int elem = Element_Fire;-            const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };-            const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown";-            ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name);-            ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");-        }--        {-            IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4");-            static float col1[3] = { 1.0f, 0.0f, 0.2f };-            static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };-            ImGui::ColorEdit3("color 1", col1);-            ImGui::SameLine(); HelpMarker(-                "Click on the color square to open a color picker.\n"-                "Click and hold to use drag and drop.\n"-                "Right-click on the color square to show options.\n"-                "CTRL+click on individual component to input value.\n");--            ImGui::ColorEdit4("color 2", col2);-        }--        {-            // Using the _simplified_ one-liner ListBox() api here-            // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api.-            IMGUI_DEMO_MARKER("Widgets/Basic/ListBox");-            const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };-            static int item_current = 1;-            ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4);-            ImGui::SameLine(); HelpMarker(-                "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");-        }--        ImGui::TreePop();-    }--    // Testing ImGuiOnceUponAFrame helper.-    //static ImGuiOnceUponAFrame once;-    //for (int i = 0; i < 5; i++)-    //    if (once)-    //        ImGui::Text("This will be displayed only once.");--    IMGUI_DEMO_MARKER("Widgets/Trees");-    if (ImGui::TreeNode("Trees"))-    {-        IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees");-        if (ImGui::TreeNode("Basic trees"))-        {-            for (int i = 0; i < 5; i++)-            {-                // Use SetNextItemOpen() so set the default state of a node to be open. We could-                // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!-                if (i == 0)-                    ImGui::SetNextItemOpen(true, ImGuiCond_Once);--                if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))-                {-                    ImGui::Text("blah blah");-                    ImGui::SameLine();-                    if (ImGui::SmallButton("button")) {}-                    ImGui::TreePop();-                }-            }-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes");-        if (ImGui::TreeNode("Advanced, with Selectable nodes"))-        {-            HelpMarker(-                "This is a more typical looking tree with selectable nodes.\n"-                "Click to select, CTRL+Click to toggle, click on arrows or double-click to open.");-            static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;-            static bool align_label_with_current_x_position = false;-            static bool test_drag_and_drop = false;-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow",       &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth",    &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");-            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth",     &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);-            ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);-            ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);-            ImGui::Text("Hello!");-            if (align_label_with_current_x_position)-                ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());--            // 'selection_mask' is dumb representation of what may be user-side selection state.-            //  You may retain selection state inside or outside your objects in whatever format you see fit.-            // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end-            /// of the loop. May be a pointer to your own node type, etc.-            static int selection_mask = (1 << 2);-            int node_clicked = -1;-            for (int i = 0; i < 6; i++)-            {-                // Disable the default "open on single-click behavior" + set Selected flag according to our selection.-                // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.-                ImGuiTreeNodeFlags node_flags = base_flags;-                const bool is_selected = (selection_mask & (1 << i)) != 0;-                if (is_selected)-                    node_flags |= ImGuiTreeNodeFlags_Selected;-                if (i < 3)-                {-                    // Items 0..2 are Tree Node-                    bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);-                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())-                        node_clicked = i;-                    if (test_drag_and_drop && ImGui::BeginDragDropSource())-                    {-                        ImGui::SetDragDropPayload("_TREENODE", NULL, 0);-                        ImGui::Text("This is a drag and drop source");-                        ImGui::EndDragDropSource();-                    }-                    if (node_open)-                    {-                        ImGui::BulletText("Blah blah\nBlah Blah");-                        ImGui::TreePop();-                    }-                }-                else-                {-                    // Items 3..5 are Tree Leaves-                    // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can-                    // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().-                    node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet-                    ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);-                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())-                        node_clicked = i;-                    if (test_drag_and_drop && ImGui::BeginDragDropSource())-                    {-                        ImGui::SetDragDropPayload("_TREENODE", NULL, 0);-                        ImGui::Text("This is a drag and drop source");-                        ImGui::EndDragDropSource();-                    }-                }-            }-            if (node_clicked != -1)-            {-                // Update selection state-                // (process outside of tree loop to avoid visual inconsistencies during the clicking frame)-                if (ImGui::GetIO().KeyCtrl)-                    selection_mask ^= (1 << node_clicked);          // CTRL+click to toggle-                else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection-                    selection_mask = (1 << node_clicked);           // Click to single-select-            }-            if (align_label_with_current_x_position)-                ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());-            ImGui::TreePop();-        }-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Collapsing Headers");-    if (ImGui::TreeNode("Collapsing Headers"))-    {-        static bool closable_group = true;-        ImGui::Checkbox("Show 2nd header", &closable_group);-        if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))-        {-            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());-            for (int i = 0; i < 5; i++)-                ImGui::Text("Some content %d", i);-        }-        if (ImGui::CollapsingHeader("Header with a close button", &closable_group))-        {-            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());-            for (int i = 0; i < 5; i++)-                ImGui::Text("More content %d", i);-        }-        /*-        if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))-            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());-        */-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Bullets");-    if (ImGui::TreeNode("Bullets"))-    {-        ImGui::BulletText("Bullet point 1");-        ImGui::BulletText("Bullet point 2\nOn multiple lines");-        if (ImGui::TreeNode("Tree node"))-        {-            ImGui::BulletText("Another bullet point");-            ImGui::TreePop();-        }-        ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");-        ImGui::Bullet(); ImGui::SmallButton("Button");-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Text");-    if (ImGui::TreeNode("Text"))-    {-        IMGUI_DEMO_MARKER("Widgets/Text/Colored Text");-        if (ImGui::TreeNode("Colorful Text"))-        {-            // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.-            ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");-            ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow");-            ImGui::TextDisabled("Disabled");-            ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping");-        if (ImGui::TreeNode("Word Wrapping"))-        {-            // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.-            ImGui::TextWrapped(-                "This text should automatically wrap on the edge of the window. The current implementation "-                "for text wrapping follows simple rules suitable for English and possibly other languages.");-            ImGui::Spacing();--            static float wrap_width = 200.0f;-            ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");--            ImDrawList* draw_list = ImGui::GetWindowDrawList();-            for (int n = 0; n < 2; n++)-            {-                ImGui::Text("Test paragraph %d:", n);-                ImVec2 pos = ImGui::GetCursorScreenPos();-                ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);-                ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());-                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);-                if (n == 0)-                    ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);-                else-                    ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh");--                // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)-                draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));-                draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));-                ImGui::PopTextWrapPos();-            }--            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text");-        if (ImGui::TreeNode("UTF-8 Text"))-        {-            // UTF-8 test with Japanese characters-            // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.)-            // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8-            // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you-            //   can save your source files as 'UTF-8 without signature').-            // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8-            //   CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.-            //   Don't do this in your application! Please use u8"text in any language" in your application!-            // Note that characters values are preserved even by InputText() if the font cannot be displayed,-            // so you can safely copy & paste garbled characters into another application.-            ImGui::TextWrapped(-                "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. "-                "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "-                "Read docs/FONTS.md for details.");-            ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.-            ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");-            static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";-            //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis-            ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));-            ImGui::TreePop();-        }-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Images");-    if (ImGui::TreeNode("Images"))-    {-        ImGuiIO& io = ImGui::GetIO();-        ImGui::TextWrapped(-            "Below we are displaying the font texture (which is the only texture we have access to in this demo). "-            "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "-            "Hover the texture for a zoomed view!");--        // Below we are displaying the font texture because it is the only texture we have access to inside the demo!-        // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that-        // will be passed to the rendering backend via the ImDrawCmd structure.-        // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top-        // of their respective source file to specify what they expect to be stored in ImTextureID, for example:-        // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer-        // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.-        // More:-        // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers-        //   to ImGui::Image(), and gather width/height through your own functions, etc.-        // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,-        //   it will help you debug issues if you are confused about it.-        // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().-        // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md-        // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples-        ImTextureID my_tex_id = io.Fonts->TexID;-        float my_tex_w = (float)io.Fonts->TexWidth;-        float my_tex_h = (float)io.Fonts->TexHeight;-        {-            ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);-            ImVec2 pos = ImGui::GetCursorScreenPos();-            ImVec2 uv_min = ImVec2(0.0f, 0.0f);                 // Top-left-            ImVec2 uv_max = ImVec2(1.0f, 1.0f);                 // Lower-right-            ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);   // No tint-            ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white-            ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col);-            if (ImGui::IsItemHovered())-            {-                ImGui::BeginTooltip();-                float region_sz = 32.0f;-                float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;-                float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;-                float zoom = 4.0f;-                if (region_x < 0.0f) { region_x = 0.0f; }-                else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }-                if (region_y < 0.0f) { region_y = 0.0f; }-                else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }-                ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);-                ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);-                ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);-                ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);-                ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col);-                ImGui::EndTooltip();-            }-        }--        IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");-        ImGui::TextWrapped("And now some textured buttons..");-        static int pressed_count = 0;-        for (int i = 0; i < 8; i++)-        {-            ImGui::PushID(i);-            int frame_padding = -1 + i;                             // -1 == uses default padding (style.FramePadding)-            ImVec2 size = ImVec2(32.0f, 32.0f);                     // Size of the image we want to make visible-            ImVec2 uv0 = ImVec2(0.0f, 0.0f);                        // UV coordinates for lower-left-            ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture-            ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);         // Black background-            ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);       // No tint-            if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col))-                pressed_count += 1;-            ImGui::PopID();-            ImGui::SameLine();-        }-        ImGui::NewLine();-        ImGui::Text("Pressed %d times.", pressed_count);-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Combo");-    if (ImGui::TreeNode("Combo"))-    {-        // Expose flags as checkbox for the demo-        static ImGuiComboFlags flags = 0;-        ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);-        ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");-        if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton))-            flags &= ~ImGuiComboFlags_NoPreview;     // Clear the other flag, as we cannot combine both-        if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview))-            flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both--        // Using the generic BeginCombo() API, you have full control over how to display the combo contents.-        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively-        // stored in the object itself, etc.)-        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };-        static int item_current_idx = 0; // Here we store our selection data as an index.-        const char* combo_preview_value = items[item_current_idx];  // Pass in the preview value visible before opening the combo (it could be anything)-        if (ImGui::BeginCombo("combo 1", combo_preview_value, flags))-        {-            for (int n = 0; n < IM_ARRAYSIZE(items); n++)-            {-                const bool is_selected = (item_current_idx == n);-                if (ImGui::Selectable(items[n], is_selected))-                    item_current_idx = n;--                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)-                if (is_selected)-                    ImGui::SetItemDefaultFocus();-            }-            ImGui::EndCombo();-        }--        // Simplified one-liner Combo() API, using values packed in a single constant string-        // This is a convenience for when the selection set is small and known at compile-time.-        static int item_current_2 = 0;-        ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");--        // Simplified one-liner Combo() using an array of const char*-        // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control.-        static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview-        ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items));--        // Simplified one-liner Combo() using an accessor function-        struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } };-        static int item_current_4 = 0;-        ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items));--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/List Boxes");-    if (ImGui::TreeNode("List boxes"))-    {-        // Using the generic BeginListBox() API, you have full control over how to display the combo contents.-        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively-        // stored in the object itself, etc.)-        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };-        static int item_current_idx = 0; // Here we store our selection data as an index.-        if (ImGui::BeginListBox("listbox 1"))-        {-            for (int n = 0; n < IM_ARRAYSIZE(items); n++)-            {-                const bool is_selected = (item_current_idx == n);-                if (ImGui::Selectable(items[n], is_selected))-                    item_current_idx = n;--                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)-                if (is_selected)-                    ImGui::SetItemDefaultFocus();-            }-            ImGui::EndListBox();-        }--        // Custom size: use all width, 5 items tall-        ImGui::Text("Full-width:");-        if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))-        {-            for (int n = 0; n < IM_ARRAYSIZE(items); n++)-            {-                const bool is_selected = (item_current_idx == n);-                if (ImGui::Selectable(items[n], is_selected))-                    item_current_idx = n;--                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)-                if (is_selected)-                    ImGui::SetItemDefaultFocus();-            }-            ImGui::EndListBox();-        }--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Selectables");-    if (ImGui::TreeNode("Selectables"))-    {-        // Selectable() has 2 overloads:-        // - The one taking "bool selected" as a read-only selection information.-        //   When Selectable() has been clicked it returns true and you can alter selection state accordingly.-        // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)-        // The earlier is more flexible, as in real application your selection may be stored in many different ways-        // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).-        IMGUI_DEMO_MARKER("Widgets/Selectables/Basic");-        if (ImGui::TreeNode("Basic"))-        {-            static bool selection[5] = { false, true, false, false, false };-            ImGui::Selectable("1. I am selectable", &selection[0]);-            ImGui::Selectable("2. I am selectable", &selection[1]);-            ImGui::Text("(I am not selectable)");-            ImGui::Selectable("4. I am selectable", &selection[3]);-            if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick))-                if (ImGui::IsMouseDoubleClicked(0))-                    selection[4] = !selection[4];-            ImGui::TreePop();-        }-        IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection");-        if (ImGui::TreeNode("Selection State: Single Selection"))-        {-            static int selected = -1;-            for (int n = 0; n < 5; n++)-            {-                char buf[32];-                sprintf(buf, "Object %d", n);-                if (ImGui::Selectable(buf, selected == n))-                    selected = n;-            }-            ImGui::TreePop();-        }-        IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection");-        if (ImGui::TreeNode("Selection State: Multiple Selection"))-        {-            HelpMarker("Hold CTRL and click to select multiple items.");-            static bool selection[5] = { false, false, false, false, false };-            for (int n = 0; n < 5; n++)-            {-                char buf[32];-                sprintf(buf, "Object %d", n);-                if (ImGui::Selectable(buf, selection[n]))-                {-                    if (!ImGui::GetIO().KeyCtrl)    // Clear selection when CTRL is not held-                        memset(selection, 0, sizeof(selection));-                    selection[n] ^= 1;-                }-            }-            ImGui::TreePop();-        }-        IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line");-        if (ImGui::TreeNode("Rendering more text into the same line"))-        {-            // Using the Selectable() override that takes "bool* p_selected" parameter,-            // this function toggle your bool value automatically.-            static bool selected[3] = { false, false, false };-            ImGui::Selectable("main.c",    &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");-            ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes");-            ImGui::Selectable("Hello.h",   &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");-            ImGui::TreePop();-        }-        IMGUI_DEMO_MARKER("Widgets/Selectables/In columns");-        if (ImGui::TreeNode("In columns"))-        {-            static bool selected[10] = {};--            if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))-            {-                for (int i = 0; i < 10; i++)-                {-                    char label[32];-                    sprintf(label, "Item %d", i);-                    ImGui::TableNextColumn();-                    ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap-                }-                ImGui::EndTable();-            }-            ImGui::Spacing();-            if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))-            {-                for (int i = 0; i < 10; i++)-                {-                    char label[32];-                    sprintf(label, "Item %d", i);-                    ImGui::TableNextRow();-                    ImGui::TableNextColumn();-                    ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);-                    ImGui::TableNextColumn();-                    ImGui::Text("Some other contents");-                    ImGui::TableNextColumn();-                    ImGui::Text("123456");-                }-                ImGui::EndTable();-            }-            ImGui::TreePop();-        }-        IMGUI_DEMO_MARKER("Widgets/Selectables/Grid");-        if (ImGui::TreeNode("Grid"))-        {-            static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };--            // Add in a bit of silly fun...-            const float time = (float)ImGui::GetTime();-            const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...-            if (winning_state)-                ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));--            for (int y = 0; y < 4; y++)-                for (int x = 0; x < 4; x++)-                {-                    if (x > 0)-                        ImGui::SameLine();-                    ImGui::PushID(y * 4 + x);-                    if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50)))-                    {-                        // Toggle clicked cell + toggle neighbors-                        selected[y][x] ^= 1;-                        if (x > 0) { selected[y][x - 1] ^= 1; }-                        if (x < 3) { selected[y][x + 1] ^= 1; }-                        if (y > 0) { selected[y - 1][x] ^= 1; }-                        if (y < 3) { selected[y + 1][x] ^= 1; }-                    }-                    ImGui::PopID();-                }--            if (winning_state)-                ImGui::PopStyleVar();-            ImGui::TreePop();-        }-        IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment");-        if (ImGui::TreeNode("Alignment"))-        {-            HelpMarker(-                "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item "-                "basis using PushStyleVar(). You'll probably want to always keep your default situation to "-                "left-align otherwise it becomes difficult to layout multiple items on a same line");-            static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };-            for (int y = 0; y < 3; y++)-            {-                for (int x = 0; x < 3; x++)-                {-                    ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);-                    char name[32];-                    sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);-                    if (x > 0) ImGui::SameLine();-                    ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);-                    ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));-                    ImGui::PopStyleVar();-                }-            }-            ImGui::TreePop();-        }-        ImGui::TreePop();-    }--    // To wire InputText() with std::string or any other custom string type,-    // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.-    IMGUI_DEMO_MARKER("Widgets/Text Input");-    if (ImGui::TreeNode("Text Input"))-    {-        IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input");-        if (ImGui::TreeNode("Multi-line Text Input"))-        {-            // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize-            // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.-            static char text[1024 * 16] =-                "/*\n"-                " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"-                " the hexadecimal encoding of one offending instruction,\n"-                " more formally, the invalid operand with locked CMPXCHG8B\n"-                " instruction bug, is a design flaw in the majority of\n"-                " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"-                " processors (all in the P5 microarchitecture).\n"-                "*/\n\n"-                "label:\n"-                "\tlock cmpxchg8b eax\n";--            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;-            HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");-            ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);-            ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);-            ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);-            ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input");-        if (ImGui::TreeNode("Filtered Text Input"))-        {-            struct TextFilters-            {-                // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i'-                static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)-                {-                    if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar))-                        return 0;-                    return 1;-                }-            };--            static char buf1[64] = ""; ImGui::InputText("default",     buf1, 64);-            static char buf2[64] = ""; ImGui::InputText("decimal",     buf2, 64, ImGuiInputTextFlags_CharsDecimal);-            static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);-            static char buf4[64] = ""; ImGui::InputText("uppercase",   buf4, 64, ImGuiInputTextFlags_CharsUppercase);-            static char buf5[64] = ""; ImGui::InputText("no blank",    buf5, 64, ImGuiInputTextFlags_CharsNoBlank);-            static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters);-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Widgets/Text Input/Password input");-        if (ImGui::TreeNode("Password Input"))-        {-            static char password[64] = "password123";-            ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);-            ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");-            ImGui::InputTextWithHint("password (w/ hint)", "<password>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);-            ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password));-            ImGui::TreePop();-        }--        if (ImGui::TreeNode("Completion, History, Edit Callbacks"))-        {-            struct Funcs-            {-                static int MyCallback(ImGuiInputTextCallbackData* data)-                {-                    if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)-                    {-                        data->InsertChars(data->CursorPos, "..");-                    }-                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)-                    {-                        if (data->EventKey == ImGuiKey_UpArrow)-                        {-                            data->DeleteChars(0, data->BufTextLen);-                            data->InsertChars(0, "Pressed Up!");-                            data->SelectAll();-                        }-                        else if (data->EventKey == ImGuiKey_DownArrow)-                        {-                            data->DeleteChars(0, data->BufTextLen);-                            data->InsertChars(0, "Pressed Down!");-                            data->SelectAll();-                        }-                    }-                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)-                    {-                        // Toggle casing of first character-                        char c = data->Buf[0];-                        if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;-                        data->BufDirty = true;--                        // Increment a counter-                        int* p_int = (int*)data->UserData;-                        *p_int = *p_int + 1;-                    }-                    return 0;-                }-            };-            static char buf1[64];-            ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);-            ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");--            static char buf2[64];-            ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);-            ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");--            static char buf3[64];-            static int edit_count = 0;-            ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);-            ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + count edits.");-            ImGui::SameLine(); ImGui::Text("(%d)", edit_count);--            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback");-        if (ImGui::TreeNode("Resize Callback"))-        {-            // To wire InputText() with std::string or any other custom string type,-            // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper-            // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.-            HelpMarker(-                "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n"-                "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");-            struct Funcs-            {-                static int MyResizeCallback(ImGuiInputTextCallbackData* data)-                {-                    if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)-                    {-                        ImVector<char>* my_str = (ImVector<char>*)data->UserData;-                        IM_ASSERT(my_str->begin() == data->Buf);-                        my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1-                        data->Buf = my_str->begin();-                    }-                    return 0;-                }--                // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.-                // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'-                static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)-                {-                    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);-                    return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);-                }-            };--            // For this demo we are using ImVector as a string container.-            // Note that because we need to store a terminating zero character, our size/capacity are 1 more-            // than usually reported by a typical string class.-            static ImVector<char> my_str;-            if (my_str.empty())-                my_str.push_back(0);-            Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));-            ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());-            ImGui::TreePop();-        }--        ImGui::TreePop();-    }--    // Tabs-    IMGUI_DEMO_MARKER("Widgets/Tabs");-    if (ImGui::TreeNode("Tabs"))-    {-        IMGUI_DEMO_MARKER("Widgets/Tabs/Basic");-        if (ImGui::TreeNode("Basic"))-        {-            ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;-            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))-            {-                if (ImGui::BeginTabItem("Avocado"))-                {-                    ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");-                    ImGui::EndTabItem();-                }-                if (ImGui::BeginTabItem("Broccoli"))-                {-                    ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");-                    ImGui::EndTabItem();-                }-                if (ImGui::BeginTabItem("Cucumber"))-                {-                    ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");-                    ImGui::EndTabItem();-                }-                ImGui::EndTabBar();-            }-            ImGui::Separator();-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button");-        if (ImGui::TreeNode("Advanced & Close Button"))-        {-            // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).-            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;-            ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);-            ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);-            ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);-            ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);-            if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)-                tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;-            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))-                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);-            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))-                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);--            // Tab Bar-            const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };-            static bool opened[4] = { true, true, true, true }; // Persistent user state-            for (int n = 0; n < IM_ARRAYSIZE(opened); n++)-            {-                if (n > 0) { ImGui::SameLine(); }-                ImGui::Checkbox(names[n], &opened[n]);-            }--            // Passing a bool* to BeginTabItem() is similar to passing one to Begin():-            // the underlying bool will be set to false when the tab is closed.-            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))-            {-                for (int n = 0; n < IM_ARRAYSIZE(opened); n++)-                    if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))-                    {-                        ImGui::Text("This is the %s tab!", names[n]);-                        if (n & 1)-                            ImGui::Text("I am an odd tab.");-                        ImGui::EndTabItem();-                    }-                ImGui::EndTabBar();-            }-            ImGui::Separator();-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags");-        if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))-        {-            static ImVector<int> active_tabs;-            static int next_tab_id = 0;-            if (next_tab_id == 0) // Initialize with some default tabs-                for (int i = 0; i < 3; i++)-                    active_tabs.push_back(next_tab_id++);--            // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.-            // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...-            // but they tend to make more sense together)-            static bool show_leading_button = true;-            static bool show_trailing_button = true;-            ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);-            ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);--            // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs-            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;-            ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);-            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))-                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);-            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))-                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);--            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))-            {-                // Demo a Leading TabItemButton(): click the "?" button to open a menu-                if (show_leading_button)-                    if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))-                        ImGui::OpenPopup("MyHelpMenu");-                if (ImGui::BeginPopup("MyHelpMenu"))-                {-                    ImGui::Selectable("Hello!");-                    ImGui::EndPopup();-                }--                // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+")-                // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end.-                if (show_trailing_button)-                    if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))-                        active_tabs.push_back(next_tab_id++); // Add new tab--                // Submit our regular tabs-                for (int n = 0; n < active_tabs.Size; )-                {-                    bool open = true;-                    char name[16];-                    snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);-                    if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))-                    {-                        ImGui::Text("This is the %s tab!", name);-                        ImGui::EndTabItem();-                    }--                    if (!open)-                        active_tabs.erase(active_tabs.Data + n);-                    else-                        n++;-                }--                ImGui::EndTabBar();-            }-            ImGui::Separator();-            ImGui::TreePop();-        }-        ImGui::TreePop();-    }--    // Plot/Graph widgets are not very good.-    // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot-    // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)-    IMGUI_DEMO_MARKER("Widgets/Plotting");-    if (ImGui::TreeNode("Plotting"))-    {-        static bool animate = true;-        ImGui::Checkbox("Animate", &animate);--        // Plot as lines and plot as histogram-        IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram");-        static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };-        ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));-        ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));--        // Fill an array of contiguous float values to plot-        // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float-        // and the sizeof() of your structure in the "stride" parameter.-        static float values[90] = {};-        static int values_offset = 0;-        static double refresh_time = 0.0;-        if (!animate || refresh_time == 0.0)-            refresh_time = ImGui::GetTime();-        while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo-        {-            static float phase = 0.0f;-            values[values_offset] = cosf(phase);-            values_offset = (values_offset + 1) % IM_ARRAYSIZE(values);-            phase += 0.10f * values_offset;-            refresh_time += 1.0f / 60.0f;-        }--        // Plots can display overlay texts-        // (in this example, we will display an average value)-        {-            float average = 0.0f;-            for (int n = 0; n < IM_ARRAYSIZE(values); n++)-                average += values[n];-            average /= (float)IM_ARRAYSIZE(values);-            char overlay[32];-            sprintf(overlay, "avg %f", average);-            ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f));-        }--        // Use functions to generate output-        // FIXME: This is rather awkward because current plot API only pass in indices.-        // We probably want an API passing floats and user provide sample rate/count.-        struct Funcs-        {-            static float Sin(void*, int i) { return sinf(i * 0.1f); }-            static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; }-        };-        static int func_type = 0, display_count = 70;-        ImGui::Separator();-        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);-        ImGui::Combo("func", &func_type, "Sin\0Saw\0");-        ImGui::SameLine();-        ImGui::SliderInt("Sample count", &display_count, 1, 400);-        float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;-        ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));-        ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));-        ImGui::Separator();--        // Animate a simple progress bar-        IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar");-        static float progress = 0.0f, progress_dir = 1.0f;-        if (animate)-        {-            progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;-            if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }-            if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }-        }--        // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width,-        // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.-        ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f));-        ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);-        ImGui::Text("Progress Bar");--        float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f);-        char buf[32];-        sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753);-        ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf);-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Color");-    if (ImGui::TreeNode("Color/Picker Widgets"))-    {-        static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);--        static bool alpha_preview = true;-        static bool alpha_half_preview = false;-        static bool drag_and_drop = true;-        static bool options_menu = true;-        static bool hdr = false;-        ImGui::Checkbox("With Alpha Preview", &alpha_preview);-        ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview);-        ImGui::Checkbox("With Drag and Drop", &drag_and_drop);-        ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options.");-        ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");-        ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);--        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit");-        ImGui::Text("Color widget:");-        ImGui::SameLine(); HelpMarker(-            "Click on the color square to open a color picker.\n"-            "CTRL+click on individual component to input value.\n");-        ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);--        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)");-        ImGui::Text("Color widget HSV with Alpha:");-        ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);--        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)");-        ImGui::Text("Color widget with Float Display:");-        ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);--        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)");-        ImGui::Text("Color button with Picker:");-        ImGui::SameLine(); HelpMarker(-            "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n"-            "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only "-            "be used for the tooltip and picker popup.");-        ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);--        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)");-        ImGui::Text("Color button with Custom Picker Popup:");--        // Generate a default palette. The palette will persist and can be edited.-        static bool saved_palette_init = true;-        static ImVec4 saved_palette[32] = {};-        if (saved_palette_init)-        {-            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)-            {-                ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,-                    saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);-                saved_palette[n].w = 1.0f; // Alpha-            }-            saved_palette_init = false;-        }--        static ImVec4 backup_color;-        bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);-        ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);-        open_popup |= ImGui::Button("Palette");-        if (open_popup)-        {-            ImGui::OpenPopup("mypicker");-            backup_color = color;-        }-        if (ImGui::BeginPopup("mypicker"))-        {-            ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");-            ImGui::Separator();-            ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);-            ImGui::SameLine();--            ImGui::BeginGroup(); // Lock X position-            ImGui::Text("Current");-            ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40));-            ImGui::Text("Previous");-            if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)))-                color = backup_color;-            ImGui::Separator();-            ImGui::Text("Palette");-            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)-            {-                ImGui::PushID(n);-                if ((n % 8) != 0)-                    ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);--                ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;-                if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20)))-                    color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!--                // Allow user to drop colors into each palette entry. Note that ColorButton() is already a-                // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.-                if (ImGui::BeginDragDropTarget())-                {-                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))-                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);-                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))-                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);-                    ImGui::EndDragDropTarget();-                }--                ImGui::PopID();-            }-            ImGui::EndGroup();-            ImGui::EndPopup();-        }--        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)");-        ImGui::Text("Color button only:");-        static bool no_border = false;-        ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);-        ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));--        IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker");-        ImGui::Text("Color picker:");-        static bool alpha = true;-        static bool alpha_bar = true;-        static bool side_preview = true;-        static bool ref_color = false;-        static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f);-        static int display_mode = 0;-        static int picker_mode = 0;-        ImGui::Checkbox("With Alpha", &alpha);-        ImGui::Checkbox("With Alpha Bar", &alpha_bar);-        ImGui::Checkbox("With Side Preview", &side_preview);-        if (side_preview)-        {-            ImGui::SameLine();-            ImGui::Checkbox("With Ref Color", &ref_color);-            if (ref_color)-            {-                ImGui::SameLine();-                ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);-            }-        }-        ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0");-        ImGui::SameLine(); HelpMarker(-            "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "-            "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex "-            "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");-        ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode.");-        ImGuiColorEditFlags flags = misc_flags;-        if (!alpha)            flags |= ImGuiColorEditFlags_NoAlpha;        // This is by default if you call ColorPicker3() instead of ColorPicker4()-        if (alpha_bar)         flags |= ImGuiColorEditFlags_AlphaBar;-        if (!side_preview)     flags |= ImGuiColorEditFlags_NoSidePreview;-        if (picker_mode == 1)  flags |= ImGuiColorEditFlags_PickerHueBar;-        if (picker_mode == 2)  flags |= ImGuiColorEditFlags_PickerHueWheel;-        if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs;       // Disable all RGB/HSV/Hex displays-        if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB;     // Override display mode-        if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;-        if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;-        ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);--        ImGui::Text("Set defaults in code:");-        ImGui::SameLine(); HelpMarker(-            "SetColorEditOptions() is designed to allow you to set boot-time default.\n"-            "We don't have Push/Pop functions because you can force options on a per-widget basis if needed,"-            "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid"-            "encouraging you to persistently save values that aren't forward-compatible.");-        if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))-            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);-        if (ImGui::Button("Default: Float + HDR + Hue Wheel"))-            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);--        // Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it)-        ImGui::Text("Both types:");-        float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;-        ImGui::SetNextItemWidth(w);-        ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);-        ImGui::SameLine();-        ImGui::SetNextItemWidth(w);-        ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);--        // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)-        static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!-        ImGui::Spacing();-        ImGui::Text("HSV encoded colors");-        ImGui::SameLine(); HelpMarker(-            "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV"-            "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the"-            "added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");-        ImGui::Text("Color widget with InputHSV:");-        ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);-        ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);-        ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags");-    if (ImGui::TreeNode("Drag/Slider Flags"))-    {-        // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!-        static ImGuiSliderFlags flags = ImGuiSliderFlags_None;-        ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);-        ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click.");-        ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);-        ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");-        ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);-        ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");-        ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);-        ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget.");--        // Drags-        static float drag_f = 0.5f;-        static int drag_i = 50;-        ImGui::Text("Underlying float value: %f", drag_f);-        ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags);-        ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);-        ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);-        ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);-        ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);--        // Sliders-        static float slider_f = 0.5f;-        static int slider_i = 50;-        ImGui::Text("Underlying float value: %f", slider_f);-        ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags);-        ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags);--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Range Widgets");-    if (ImGui::TreeNode("Range Widgets"))-    {-        static float begin = 10, end = 90;-        static int begin_i = 100, end_i = 1000;-        ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp);-        ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units");-        ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Data Types");-    if (ImGui::TreeNode("Data Types"))-    {-        // DragScalar/InputScalar/SliderScalar functions allow various data types-        // - signed/unsigned-        // - 8/16/32/64-bits-        // - integer/float/double-        // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum-        // to pass the type, and passing all arguments by pointer.-        // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types.-        // In practice, if you frequently use a given type that is not covered by the normal API entry points,-        // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,-        // and then pass their address to the generic function. For example:-        //   bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")-        //   {-        //      return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);-        //   }--        // Setup limits (as helper variables so we can take their address, as explained above)-        // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.-        #ifndef LLONG_MIN-        ImS64 LLONG_MIN = -9223372036854775807LL - 1;-        ImS64 LLONG_MAX = 9223372036854775807LL;-        ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);-        #endif-        const char    s8_zero  = 0,   s8_one  = 1,   s8_fifty  = 50, s8_min  = -128,        s8_max = 127;-        const ImU8    u8_zero  = 0,   u8_one  = 1,   u8_fifty  = 50, u8_min  = 0,           u8_max = 255;-        const short   s16_zero = 0,   s16_one = 1,   s16_fifty = 50, s16_min = -32768,      s16_max = 32767;-        const ImU16   u16_zero = 0,   u16_one = 1,   u16_fifty = 50, u16_min = 0,           u16_max = 65535;-        const ImS32   s32_zero = 0,   s32_one = 1,   s32_fifty = 50, s32_min = INT_MIN/2,   s32_max = INT_MAX/2,    s32_hi_a = INT_MAX/2 - 100,    s32_hi_b = INT_MAX/2;-        const ImU32   u32_zero = 0,   u32_one = 1,   u32_fifty = 50, u32_min = 0,           u32_max = UINT_MAX/2,   u32_hi_a = UINT_MAX/2 - 100,   u32_hi_b = UINT_MAX/2;-        const ImS64   s64_zero = 0,   s64_one = 1,   s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2,  s64_hi_a = LLONG_MAX/2 - 100,  s64_hi_b = LLONG_MAX/2;-        const ImU64   u64_zero = 0,   u64_one = 1,   u64_fifty = 50, u64_min = 0,           u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;-        const float   f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;-        const double  f64_zero = 0.,  f64_one = 1.,  f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;--        // State-        static char   s8_v  = 127;-        static ImU8   u8_v  = 255;-        static short  s16_v = 32767;-        static ImU16  u16_v = 65535;-        static ImS32  s32_v = -1;-        static ImU32  u32_v = (ImU32)-1;-        static ImS64  s64_v = -1;-        static ImU64  u64_v = (ImU64)-1;-        static float  f32_v = 0.123f;-        static double f64_v = 90000.01234567890123456789;--        const float drag_speed = 0.2f;-        static bool drag_clamp = false;-        IMGUI_DEMO_MARKER("Widgets/Data Types/Drags");-        ImGui::Text("Drags:");-        ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);-        ImGui::SameLine(); HelpMarker(-            "As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n"-            "You can override the clamping limits by using CTRL+Click to input a value.");-        ImGui::DragScalar("drag s8",        ImGuiDataType_S8,     &s8_v,  drag_speed, drag_clamp ? &s8_zero  : NULL, drag_clamp ? &s8_fifty  : NULL);-        ImGui::DragScalar("drag u8",        ImGuiDataType_U8,     &u8_v,  drag_speed, drag_clamp ? &u8_zero  : NULL, drag_clamp ? &u8_fifty  : NULL, "%u ms");-        ImGui::DragScalar("drag s16",       ImGuiDataType_S16,    &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);-        ImGui::DragScalar("drag u16",       ImGuiDataType_U16,    &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");-        ImGui::DragScalar("drag s32",       ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);-        ImGui::DragScalar("drag s32 hex",   ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");-        ImGui::DragScalar("drag u32",       ImGuiDataType_U32,    &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");-        ImGui::DragScalar("drag s64",       ImGuiDataType_S64,    &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);-        ImGui::DragScalar("drag u64",       ImGuiDataType_U64,    &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);-        ImGui::DragScalar("drag float",     ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, "%f");-        ImGui::DragScalar("drag float log", ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic);-        ImGui::DragScalar("drag double",    ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL,     "%.10f grams");-        ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);--        IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders");-        ImGui::Text("Sliders");-        ImGui::SliderScalar("slider s8 full",       ImGuiDataType_S8,     &s8_v,  &s8_min,   &s8_max,   "%d");-        ImGui::SliderScalar("slider u8 full",       ImGuiDataType_U8,     &u8_v,  &u8_min,   &u8_max,   "%u");-        ImGui::SliderScalar("slider s16 full",      ImGuiDataType_S16,    &s16_v, &s16_min,  &s16_max,  "%d");-        ImGui::SliderScalar("slider u16 full",      ImGuiDataType_U16,    &u16_v, &u16_min,  &u16_max,  "%u");-        ImGui::SliderScalar("slider s32 low",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty,"%d");-        ImGui::SliderScalar("slider s32 high",      ImGuiDataType_S32,    &s32_v, &s32_hi_a, &s32_hi_b, "%d");-        ImGui::SliderScalar("slider s32 full",      ImGuiDataType_S32,    &s32_v, &s32_min,  &s32_max,  "%d");-        ImGui::SliderScalar("slider s32 hex",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty, "0x%04X");-        ImGui::SliderScalar("slider u32 low",       ImGuiDataType_U32,    &u32_v, &u32_zero, &u32_fifty,"%u");-        ImGui::SliderScalar("slider u32 high",      ImGuiDataType_U32,    &u32_v, &u32_hi_a, &u32_hi_b, "%u");-        ImGui::SliderScalar("slider u32 full",      ImGuiDataType_U32,    &u32_v, &u32_min,  &u32_max,  "%u");-        ImGui::SliderScalar("slider s64 low",       ImGuiDataType_S64,    &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64);-        ImGui::SliderScalar("slider s64 high",      ImGuiDataType_S64,    &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64);-        ImGui::SliderScalar("slider s64 full",      ImGuiDataType_S64,    &s64_v, &s64_min,  &s64_max,  "%" IM_PRId64);-        ImGui::SliderScalar("slider u64 low",       ImGuiDataType_U64,    &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms");-        ImGui::SliderScalar("slider u64 high",      ImGuiDataType_U64,    &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms");-        ImGui::SliderScalar("slider u64 full",      ImGuiDataType_U64,    &u64_v, &u64_min,  &u64_max,  "%" IM_PRIu64 " ms");-        ImGui::SliderScalar("slider float low",     ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one);-        ImGui::SliderScalar("slider float low log", ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one,  "%.10f", ImGuiSliderFlags_Logarithmic);-        ImGui::SliderScalar("slider float high",    ImGuiDataType_Float,  &f32_v, &f32_lo_a, &f32_hi_a, "%e");-        ImGui::SliderScalar("slider double low",    ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  "%.10f grams");-        ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  "%.10f", ImGuiSliderFlags_Logarithmic);-        ImGui::SliderScalar("slider double high",   ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");--        ImGui::Text("Sliders (reverse)");-        ImGui::SliderScalar("slider s8 reverse",    ImGuiDataType_S8,   &s8_v,  &s8_max,    &s8_min,   "%d");-        ImGui::SliderScalar("slider u8 reverse",    ImGuiDataType_U8,   &u8_v,  &u8_max,    &u8_min,   "%u");-        ImGui::SliderScalar("slider s32 reverse",   ImGuiDataType_S32,  &s32_v, &s32_fifty, &s32_zero, "%d");-        ImGui::SliderScalar("slider u32 reverse",   ImGuiDataType_U32,  &u32_v, &u32_fifty, &u32_zero, "%u");-        ImGui::SliderScalar("slider s64 reverse",   ImGuiDataType_S64,  &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64);-        ImGui::SliderScalar("slider u64 reverse",   ImGuiDataType_U64,  &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms");--        IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs");-        static bool inputs_step = true;-        ImGui::Text("Inputs");-        ImGui::Checkbox("Show step buttons", &inputs_step);-        ImGui::InputScalar("input s8",      ImGuiDataType_S8,     &s8_v,  inputs_step ? &s8_one  : NULL, NULL, "%d");-        ImGui::InputScalar("input u8",      ImGuiDataType_U8,     &u8_v,  inputs_step ? &u8_one  : NULL, NULL, "%u");-        ImGui::InputScalar("input s16",     ImGuiDataType_S16,    &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d");-        ImGui::InputScalar("input u16",     ImGuiDataType_U16,    &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u");-        ImGui::InputScalar("input s32",     ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d");-        ImGui::InputScalar("input s32 hex", ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X");-        ImGui::InputScalar("input u32",     ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u");-        ImGui::InputScalar("input u32 hex", ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X");-        ImGui::InputScalar("input s64",     ImGuiDataType_S64,    &s64_v, inputs_step ? &s64_one : NULL);-        ImGui::InputScalar("input u64",     ImGuiDataType_U64,    &u64_v, inputs_step ? &u64_one : NULL);-        ImGui::InputScalar("input float",   ImGuiDataType_Float,  &f32_v, inputs_step ? &f32_one : NULL);-        ImGui::InputScalar("input double",  ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL);--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets");-    if (ImGui::TreeNode("Multi-component Widgets"))-    {-        static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };-        static int vec4i[4] = { 1, 5, 100, 255 };--        ImGui::InputFloat2("input float2", vec4f);-        ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);-        ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);-        ImGui::InputInt2("input int2", vec4i);-        ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);-        ImGui::SliderInt2("slider int2", vec4i, 0, 255);-        ImGui::Spacing();--        ImGui::InputFloat3("input float3", vec4f);-        ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);-        ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);-        ImGui::InputInt3("input int3", vec4i);-        ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);-        ImGui::SliderInt3("slider int3", vec4i, 0, 255);-        ImGui::Spacing();--        ImGui::InputFloat4("input float4", vec4f);-        ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);-        ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);-        ImGui::InputInt4("input int4", vec4i);-        ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);-        ImGui::SliderInt4("slider int4", vec4i, 0, 255);--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Vertical Sliders");-    if (ImGui::TreeNode("Vertical Sliders"))-    {-        const float spacing = 4;-        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));--        static int int_value = 0;-        ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5);-        ImGui::SameLine();--        static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };-        ImGui::PushID("set1");-        for (int i = 0; i < 7; i++)-        {-            if (i > 0) ImGui::SameLine();-            ImGui::PushID(i);-            ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f));-            ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f));-            ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f));-            ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f));-            ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, "");-            if (ImGui::IsItemActive() || ImGui::IsItemHovered())-                ImGui::SetTooltip("%.3f", values[i]);-            ImGui::PopStyleColor(4);-            ImGui::PopID();-        }-        ImGui::PopID();--        ImGui::SameLine();-        ImGui::PushID("set2");-        static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };-        const int rows = 3;-        const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));-        for (int nx = 0; nx < 4; nx++)-        {-            if (nx > 0) ImGui::SameLine();-            ImGui::BeginGroup();-            for (int ny = 0; ny < rows; ny++)-            {-                ImGui::PushID(nx * rows + ny);-                ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");-                if (ImGui::IsItemActive() || ImGui::IsItemHovered())-                    ImGui::SetTooltip("%.3f", values2[nx]);-                ImGui::PopID();-            }-            ImGui::EndGroup();-        }-        ImGui::PopID();--        ImGui::SameLine();-        ImGui::PushID("set3");-        for (int i = 0; i < 4; i++)-        {-            if (i > 0) ImGui::SameLine();-            ImGui::PushID(i);-            ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);-            ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec");-            ImGui::PopStyleVar();-            ImGui::PopID();-        }-        ImGui::PopID();-        ImGui::PopStyleVar();-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Drag and drop");-    if (ImGui::TreeNode("Drag and Drop"))-    {-        IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets");-        if (ImGui::TreeNode("Drag and drop in standard widgets"))-        {-            // ColorEdit widgets automatically act as drag source and drag target.-            // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F-            // to allow your own widgets to use colors in their drag and drop interaction.-            // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.-            HelpMarker("You can drag from the color squares.");-            static float col1[3] = { 1.0f, 0.0f, 0.2f };-            static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };-            ImGui::ColorEdit3("color 1", col1);-            ImGui::ColorEdit4("color 2", col2);-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items");-        if (ImGui::TreeNode("Drag and drop to copy/swap items"))-        {-            enum Mode-            {-                Mode_Copy,-                Mode_Move,-                Mode_Swap-            };-            static int mode = 0;-            if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();-            if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();-            if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }-            static const char* names[9] =-            {-                "Bobby", "Beatrice", "Betty",-                "Brianna", "Barry", "Bernard",-                "Bibi", "Blaine", "Bryn"-            };-            for (int n = 0; n < IM_ARRAYSIZE(names); n++)-            {-                ImGui::PushID(n);-                if ((n % 3) != 0)-                    ImGui::SameLine();-                ImGui::Button(names[n], ImVec2(60, 60));--                // Our buttons are both drag sources and drag targets here!-                if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))-                {-                    // Set payload to carry the index of our item (could be anything)-                    ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int));--                    // Display preview (could be anything, e.g. when dragging an image we could decide to display-                    // the filename and a small preview of the image, etc.)-                    if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); }-                    if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }-                    if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }-                    ImGui::EndDragDropSource();-                }-                if (ImGui::BeginDragDropTarget())-                {-                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL"))-                    {-                        IM_ASSERT(payload->DataSize == sizeof(int));-                        int payload_n = *(const int*)payload->Data;-                        if (mode == Mode_Copy)-                        {-                            names[n] = names[payload_n];-                        }-                        if (mode == Mode_Move)-                        {-                            names[n] = names[payload_n];-                            names[payload_n] = "";-                        }-                        if (mode == Mode_Swap)-                        {-                            const char* tmp = names[n];-                            names[n] = names[payload_n];-                            names[payload_n] = tmp;-                        }-                    }-                    ImGui::EndDragDropTarget();-                }-                ImGui::PopID();-            }-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)");-        if (ImGui::TreeNode("Drag to reorder items (simple)"))-        {-            // Simple reordering-            HelpMarker(-                "We don't use the drag and drop api at all here! "-                "Instead we query when the item is held but not hovered, and order items accordingly.");-            static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };-            for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)-            {-                const char* item = item_names[n];-                ImGui::Selectable(item);--                if (ImGui::IsItemActive() && !ImGui::IsItemHovered())-                {-                    int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);-                    if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))-                    {-                        item_names[n] = item_names[n_next];-                        item_names[n_next] = item;-                        ImGui::ResetMouseDragDelta();-                    }-                }-            }-            ImGui::TreePop();-        }--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)");-    if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)"))-    {-        // Select an item type-        const char* item_names[] =-        {-            "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat",-            "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"-        };-        static int item_type = 4;-        static bool item_disabled = false;-        ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));-        ImGui::SameLine();-        HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");-        ImGui::Checkbox("Item Disabled",  &item_disabled);--        // Submit selected item item so we can query their status in the code following it.-        bool ret = false;-        static bool b = false;-        static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };-        static char str[16] = {};-        if (item_disabled)-            ImGui::BeginDisabled(true);-        if (item_type == 0) { ImGui::Text("ITEM: Text"); }                                              // Testing text items with no identifier/interaction-        if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); }                                    // Testing button-        if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater)-        if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); }                            // Testing checkbox-        if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); }   // Testing basic item-        if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); }  // Testing input text (which handles tabbing)-        if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window)-        if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); }               // Testing +/- buttons on scalar input-        if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); }                   // Testing multi-component items (IsItemXXX flags are reported merged)-        if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); }                     // Testing multi-component items (IsItemXXX flags are reported merged)-        if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); }                            // Testing selectable item-        if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); }                                // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)-        if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); }     // Testing tree node-        if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.-        if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }-        if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }--        // Display the values of IsItemHovered() and other common item state functions.-        // Note that the ImGuiHoveredFlags_XXX flags can be combined.-        // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,-        // we query every state in a single call to avoid storing them and to simplify the code.-        ImGui::BulletText(-            "Return value = %d\n"-            "IsItemFocused() = %d\n"-            "IsItemHovered() = %d\n"-            "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"-            "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"-            "IsItemHovered(_AllowWhenOverlapped) = %d\n"-            "IsItemHovered(_AllowWhenDisabled) = %d\n"-            "IsItemHovered(_RectOnly) = %d\n"-            "IsItemActive() = %d\n"-            "IsItemEdited() = %d\n"-            "IsItemActivated() = %d\n"-            "IsItemDeactivated() = %d\n"-            "IsItemDeactivatedAfterEdit() = %d\n"-            "IsItemVisible() = %d\n"-            "IsItemClicked() = %d\n"-            "IsItemToggledOpen() = %d\n"-            "GetItemRectMin() = (%.1f, %.1f)\n"-            "GetItemRectMax() = (%.1f, %.1f)\n"-            "GetItemRectSize() = (%.1f, %.1f)",-            ret,-            ImGui::IsItemFocused(),-            ImGui::IsItemHovered(),-            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),-            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),-            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped),-            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled),-            ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),-            ImGui::IsItemActive(),-            ImGui::IsItemEdited(),-            ImGui::IsItemActivated(),-            ImGui::IsItemDeactivated(),-            ImGui::IsItemDeactivatedAfterEdit(),-            ImGui::IsItemVisible(),-            ImGui::IsItemClicked(),-            ImGui::IsItemToggledOpen(),-            ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,-            ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,-            ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y-        );--        if (item_disabled)-            ImGui::EndDisabled();--        char buf[1] = "";-        ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);-        ImGui::SameLine();-        HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.");--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)");-    if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)"))-    {-        static bool embed_all_inside_a_child_window = false;-        ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);-        if (embed_all_inside_a_child_window)-            ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true);--        // Testing IsWindowFocused() function with its various flags.-        ImGui::BulletText(-            "IsWindowFocused() = %d\n"-            "IsWindowFocused(_ChildWindows) = %d\n"-            "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"-            "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"-            "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"-            "IsWindowFocused(_RootWindow) = %d\n"-            "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"-            "IsWindowFocused(_AnyWindow) = %d\n",-            ImGui::IsWindowFocused(),-            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),-            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),-            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),-            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),-            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),-            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),-            ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));--        // Testing IsWindowHovered() function with its various flags.-        ImGui::BulletText(-            "IsWindowHovered() = %d\n"-            "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"-            "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"-            "IsWindowHovered(_ChildWindows) = %d\n"-            "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"-            "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"-            "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"-            "IsWindowHovered(_RootWindow) = %d\n"-            "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"-            "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"-            "IsWindowHovered(_AnyWindow) = %d\n",-            ImGui::IsWindowHovered(),-            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),-            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),-            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),-            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),-            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),-            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),-            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),-            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),-            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),-            ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow));--        ImGui::BeginChild("child", ImVec2(0, 50), true);-        ImGui::Text("This is another child window for testing the _ChildWindows flag.");-        ImGui::EndChild();-        if (embed_all_inside_a_child_window)-            ImGui::EndChild();--        // Calling IsItemHovered() after begin returns the hovered status of the title bar.-        // This is useful in particular if you want to create a context menu associated to the title bar of a window.-        static bool test_window = false;-        ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);-        if (test_window)-        {-            ImGui::Begin("Title bar Hovered/Active tests", &test_window);-            if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()-            {-                if (ImGui::MenuItem("Close")) { test_window = false; }-                ImGui::EndPopup();-            }-            ImGui::Text(-                "IsItemHovered() after begin = %d (== is title bar hovered)\n"-                "IsItemActive() after begin = %d (== is window being clicked/moved)\n",-                ImGui::IsItemHovered(), ImGui::IsItemActive());-            ImGui::End();-        }--        ImGui::TreePop();-    }--    // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd:-    // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space)-    if (disable_all)-        ImGui::EndDisabled();--    IMGUI_DEMO_MARKER("Widgets/Disable Block");-    if (ImGui::TreeNode("Disable block"))-    {-        ImGui::Checkbox("Disable entire section above", &disable_all);-        ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section.");-        ImGui::TreePop();-    }-}--static void ShowDemoWindowLayout()-{-    IMGUI_DEMO_MARKER("Layout");-    if (!ImGui::CollapsingHeader("Layout & Scrolling"))-        return;--    IMGUI_DEMO_MARKER("Layout/Child windows");-    if (ImGui::TreeNode("Child windows"))-    {-        HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.");-        static bool disable_mouse_wheel = false;-        static bool disable_menu = false;-        ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);-        ImGui::Checkbox("Disable Menu", &disable_menu);--        // Child 1: no border, enable horizontal scrollbar-        {-            ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar;-            if (disable_mouse_wheel)-                window_flags |= ImGuiWindowFlags_NoScrollWithMouse;-            ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags);-            for (int i = 0; i < 100; i++)-                ImGui::Text("%04d: scrollable region", i);-            ImGui::EndChild();-        }--        ImGui::SameLine();--        // Child 2: rounded border-        {-            ImGuiWindowFlags window_flags = ImGuiWindowFlags_None;-            if (disable_mouse_wheel)-                window_flags |= ImGuiWindowFlags_NoScrollWithMouse;-            if (!disable_menu)-                window_flags |= ImGuiWindowFlags_MenuBar;-            ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);-            ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags);-            if (!disable_menu && ImGui::BeginMenuBar())-            {-                if (ImGui::BeginMenu("Menu"))-                {-                    ShowExampleMenuFile();-                    ImGui::EndMenu();-                }-                ImGui::EndMenuBar();-            }-            if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))-            {-                for (int i = 0; i < 100; i++)-                {-                    char buf[32];-                    sprintf(buf, "%03d", i);-                    ImGui::TableNextColumn();-                    ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));-                }-                ImGui::EndTable();-            }-            ImGui::EndChild();-            ImGui::PopStyleVar();-        }--        ImGui::Separator();--        // Demonstrate a few extra things-        // - Changing ImGuiCol_ChildBg (which is transparent black in default styles)-        // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window)-        //   You can also call SetNextWindowPos() to position the child window. The parent window will effectively-        //   layout from this position.-        // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from-        //   the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details.-        {-            static int offset_x = 0;-            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);-            ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000);--            ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x);-            ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));-            ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None);-            for (int n = 0; n < 50; n++)-                ImGui::Text("Some test %d", n);-            ImGui::EndChild();-            bool child_is_hovered = ImGui::IsItemHovered();-            ImVec2 child_rect_min = ImGui::GetItemRectMin();-            ImVec2 child_rect_max = ImGui::GetItemRectMax();-            ImGui::PopStyleColor();-            ImGui::Text("Hovered: %d", child_is_hovered);-            ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y);-        }--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Layout/Widgets Width");-    if (ImGui::TreeNode("Widgets Width"))-    {-        static float f = 0.0f;-        static bool show_indented_items = true;-        ImGui::Checkbox("Show indented items", &show_indented_items);--        // Use SetNextItemWidth() to set the width of a single upcoming item.-        // Use PushItemWidth()/PopItemWidth() to set the width of a group of items.-        // In real code use you'll probably want to choose width values that are proportional to your font size-        // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.--        ImGui::Text("SetNextItemWidth/PushItemWidth(100)");-        ImGui::SameLine(); HelpMarker("Fixed width.");-        ImGui::PushItemWidth(100);-        ImGui::DragFloat("float##1b", &f);-        if (show_indented_items)-        {-            ImGui::Indent();-            ImGui::DragFloat("float (indented)##1b", &f);-            ImGui::Unindent();-        }-        ImGui::PopItemWidth();--        ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");-        ImGui::SameLine(); HelpMarker("Align to right edge minus 100");-        ImGui::PushItemWidth(-100);-        ImGui::DragFloat("float##2a", &f);-        if (show_indented_items)-        {-            ImGui::Indent();-            ImGui::DragFloat("float (indented)##2b", &f);-            ImGui::Unindent();-        }-        ImGui::PopItemWidth();--        ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)");-        ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");-        ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);-        ImGui::DragFloat("float##3a", &f);-        if (show_indented_items)-        {-            ImGui::Indent();-            ImGui::DragFloat("float (indented)##3b", &f);-            ImGui::Unindent();-        }-        ImGui::PopItemWidth();--        ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)");-        ImGui::SameLine(); HelpMarker("Align to right edge minus half");-        ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);-        ImGui::DragFloat("float##4a", &f);-        if (show_indented_items)-        {-            ImGui::Indent();-            ImGui::DragFloat("float (indented)##4b", &f);-            ImGui::Unindent();-        }-        ImGui::PopItemWidth();--        // Demonstrate using PushItemWidth to surround three items.-        // Calling SetNextItemWidth() before each of them would have the same effect.-        ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");-        ImGui::SameLine(); HelpMarker("Align to right edge");-        ImGui::PushItemWidth(-FLT_MIN);-        ImGui::DragFloat("##float5a", &f);-        if (show_indented_items)-        {-            ImGui::Indent();-            ImGui::DragFloat("float (indented)##5b", &f);-            ImGui::Unindent();-        }-        ImGui::PopItemWidth();--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout");-    if (ImGui::TreeNode("Basic Horizontal Layout"))-    {-        ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");--        // Text-        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine");-        ImGui::Text("Two items: Hello"); ImGui::SameLine();-        ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");--        // Adjust spacing-        ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20);-        ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");--        // Button-        ImGui::AlignTextToFramePadding();-        ImGui::Text("Normal buttons"); ImGui::SameLine();-        ImGui::Button("Banana"); ImGui::SameLine();-        ImGui::Button("Apple"); ImGui::SameLine();-        ImGui::Button("Corniflower");--        // Button-        ImGui::Text("Small buttons"); ImGui::SameLine();-        ImGui::SmallButton("Like this one"); ImGui::SameLine();-        ImGui::Text("can fit within a text block.");--        // Aligned to arbitrary position. Easy/cheap column.-        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)");-        ImGui::Text("Aligned");-        ImGui::SameLine(150); ImGui::Text("x=150");-        ImGui::SameLine(300); ImGui::Text("x=300");-        ImGui::Text("Aligned");-        ImGui::SameLine(150); ImGui::SmallButton("x=150");-        ImGui::SameLine(300); ImGui::SmallButton("x=300");--        // Checkbox-        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)");-        static bool c1 = false, c2 = false, c3 = false, c4 = false;-        ImGui::Checkbox("My", &c1); ImGui::SameLine();-        ImGui::Checkbox("Tailor", &c2); ImGui::SameLine();-        ImGui::Checkbox("Is", &c3); ImGui::SameLine();-        ImGui::Checkbox("Rich", &c4);--        // Various-        static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f;-        ImGui::PushItemWidth(80);-        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" };-        static int item = -1;-        ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();-        ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine();-        ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine();-        ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f);-        ImGui::PopItemWidth();--        ImGui::PushItemWidth(80);-        ImGui::Text("Lists:");-        static int selection[4] = { 0, 1, 2, 3 };-        for (int i = 0; i < 4; i++)-        {-            if (i > 0) ImGui::SameLine();-            ImGui::PushID(i);-            ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));-            ImGui::PopID();-            //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i);-        }-        ImGui::PopItemWidth();--        // Dummy-        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy");-        ImVec2 button_sz(40, 40);-        ImGui::Button("A", button_sz); ImGui::SameLine();-        ImGui::Dummy(button_sz); ImGui::SameLine();-        ImGui::Button("B", button_sz);--        // Manually wrapping-        // (we should eventually provide this as an automatic layout feature, but for now you can do it manually)-        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping");-        ImGui::Text("Manual wrapping:");-        ImGuiStyle& style = ImGui::GetStyle();-        int buttons_count = 20;-        float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x;-        for (int n = 0; n < buttons_count; n++)-        {-            ImGui::PushID(n);-            ImGui::Button("Box", button_sz);-            float last_button_x2 = ImGui::GetItemRectMax().x;-            float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line-            if (n + 1 < buttons_count && next_button_x2 < window_visible_x2)-                ImGui::SameLine();-            ImGui::PopID();-        }--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Layout/Groups");-    if (ImGui::TreeNode("Groups"))-    {-        HelpMarker(-            "BeginGroup() basically locks the horizontal position for new line. "-            "EndGroup() bundles the whole group so that you can use \"item\" functions such as "-            "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.");-        ImGui::BeginGroup();-        {-            ImGui::BeginGroup();-            ImGui::Button("AAA");-            ImGui::SameLine();-            ImGui::Button("BBB");-            ImGui::SameLine();-            ImGui::BeginGroup();-            ImGui::Button("CCC");-            ImGui::Button("DDD");-            ImGui::EndGroup();-            ImGui::SameLine();-            ImGui::Button("EEE");-            ImGui::EndGroup();-            if (ImGui::IsItemHovered())-                ImGui::SetTooltip("First group hovered");-        }-        // Capture the group size and create widgets using the same size-        ImVec2 size = ImGui::GetItemRectSize();-        const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f };-        ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size);--        ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));-        ImGui::SameLine();-        ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));-        ImGui::EndGroup();-        ImGui::SameLine();--        ImGui::Button("LEVERAGE\nBUZZWORD", size);-        ImGui::SameLine();--        if (ImGui::BeginListBox("List", size))-        {-            ImGui::Selectable("Selected", true);-            ImGui::Selectable("Not Selected", false);-            ImGui::EndListBox();-        }--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment");-    if (ImGui::TreeNode("Text Baseline Alignment"))-    {-        {-            ImGui::BulletText("Text baseline:");-            ImGui::SameLine(); HelpMarker(-                "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. "-                "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.");-            ImGui::Indent();--            ImGui::Text("KO Blahblah"); ImGui::SameLine();-            ImGui::Button("Some framed item"); ImGui::SameLine();-            HelpMarker("Baseline of button will look misaligned with text..");--            // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.-            // (because we don't know what's coming after the Text() statement, we need to move the text baseline-            // down by FramePadding.y ahead of time)-            ImGui::AlignTextToFramePadding();-            ImGui::Text("OK Blahblah"); ImGui::SameLine();-            ImGui::Button("Some framed item"); ImGui::SameLine();-            HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y");--            // SmallButton() uses the same vertical padding as Text-            ImGui::Button("TEST##1"); ImGui::SameLine();-            ImGui::Text("TEST"); ImGui::SameLine();-            ImGui::SmallButton("TEST##2");--            // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.-            ImGui::AlignTextToFramePadding();-            ImGui::Text("Text aligned to framed item"); ImGui::SameLine();-            ImGui::Button("Item##1"); ImGui::SameLine();-            ImGui::Text("Item"); ImGui::SameLine();-            ImGui::SmallButton("Item##2"); ImGui::SameLine();-            ImGui::Button("Item##3");--            ImGui::Unindent();-        }--        ImGui::Spacing();--        {-            ImGui::BulletText("Multi-line text:");-            ImGui::Indent();-            ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();-            ImGui::Text("Hello\nWorld"); ImGui::SameLine();-            ImGui::Text("Banana");--            ImGui::Text("Banana"); ImGui::SameLine();-            ImGui::Text("Hello\nWorld"); ImGui::SameLine();-            ImGui::Text("One\nTwo\nThree");--            ImGui::Button("HOP##1"); ImGui::SameLine();-            ImGui::Text("Banana"); ImGui::SameLine();-            ImGui::Text("Hello\nWorld"); ImGui::SameLine();-            ImGui::Text("Banana");--            ImGui::Button("HOP##2"); ImGui::SameLine();-            ImGui::Text("Hello\nWorld"); ImGui::SameLine();-            ImGui::Text("Banana");-            ImGui::Unindent();-        }--        ImGui::Spacing();--        {-            ImGui::BulletText("Misc items:");-            ImGui::Indent();--            // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button.-            ImGui::Button("80x80", ImVec2(80, 80));-            ImGui::SameLine();-            ImGui::Button("50x50", ImVec2(50, 50));-            ImGui::SameLine();-            ImGui::Button("Button()");-            ImGui::SameLine();-            ImGui::SmallButton("SmallButton()");--            // Tree-            const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;-            ImGui::Button("Button##1");-            ImGui::SameLine(0.0f, spacing);-            if (ImGui::TreeNode("Node##1"))-            {-                // Placeholder tree data-                for (int i = 0; i < 6; i++)-                    ImGui::BulletText("Item %d..", i);-                ImGui::TreePop();-            }--            // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget.-            // Otherwise you can use SmallButton() (smaller fit).-            ImGui::AlignTextToFramePadding();--            // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add-            // other contents below the node.-            bool node_open = ImGui::TreeNode("Node##2");-            ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");-            if (node_open)-            {-                // Placeholder tree data-                for (int i = 0; i < 6; i++)-                    ImGui::BulletText("Item %d..", i);-                ImGui::TreePop();-            }--            // Bullet-            ImGui::Button("Button##3");-            ImGui::SameLine(0.0f, spacing);-            ImGui::BulletText("Bullet text");--            ImGui::AlignTextToFramePadding();-            ImGui::BulletText("Node");-            ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");-            ImGui::Unindent();-        }--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Layout/Scrolling");-    if (ImGui::TreeNode("Scrolling"))-    {-        // Vertical scroll functions-        IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical");-        HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.");--        static int track_item = 50;-        static bool enable_track = true;-        static bool enable_extra_decorations = false;-        static float scroll_to_off_px = 0.0f;-        static float scroll_to_pos_px = 200.0f;--        ImGui::Checkbox("Decoration", &enable_extra_decorations);--        ImGui::Checkbox("Track", &enable_track);-        ImGui::PushItemWidth(100);-        ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");--        bool scroll_to_off = ImGui::Button("Scroll Offset");-        ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");--        bool scroll_to_pos = ImGui::Button("Scroll To Pos");-        ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");-        ImGui::PopItemWidth();--        if (scroll_to_off || scroll_to_pos)-            enable_track = false;--        ImGuiStyle& style = ImGui::GetStyle();-        float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5;-        if (child_w < 1.0f)-            child_w = 1.0f;-        ImGui::PushID("##VerticalScrolling");-        for (int i = 0; i < 5; i++)-        {-            if (i > 0) ImGui::SameLine();-            ImGui::BeginGroup();-            const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" };-            ImGui::TextUnformatted(names[i]);--            const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;-            const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);-            const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags);-            if (ImGui::BeginMenuBar())-            {-                ImGui::TextUnformatted("abc");-                ImGui::EndMenuBar();-            }-            if (scroll_to_off)-                ImGui::SetScrollY(scroll_to_off_px);-            if (scroll_to_pos)-                ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);-            if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items-            {-                for (int item = 0; item < 100; item++)-                {-                    if (enable_track && item == track_item)-                    {-                        ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);-                        ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom-                    }-                    else-                    {-                        ImGui::Text("Item %d", item);-                    }-                }-            }-            float scroll_y = ImGui::GetScrollY();-            float scroll_max_y = ImGui::GetScrollMaxY();-            ImGui::EndChild();-            ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y);-            ImGui::EndGroup();-        }-        ImGui::PopID();--        // Horizontal scroll functions-        IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal");-        ImGui::Spacing();-        HelpMarker(-            "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n"-            "Because the clipping rectangle of most window hides half worth of WindowPadding on the "-            "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the "-            "equivalent SetScrollFromPosY(+1) wouldn't.");-        ImGui::PushID("##HorizontalScrolling");-        for (int i = 0; i < 5; i++)-        {-            float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;-            ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);-            ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);-            bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags);-            if (scroll_to_off)-                ImGui::SetScrollX(scroll_to_off_px);-            if (scroll_to_pos)-                ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);-            if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items-            {-                for (int item = 0; item < 100; item++)-                {-                    if (item > 0)-                        ImGui::SameLine();-                    if (enable_track && item == track_item)-                    {-                        ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);-                        ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right-                    }-                    else-                    {-                        ImGui::Text("Item %d", item);-                    }-                }-            }-            float scroll_x = ImGui::GetScrollX();-            float scroll_max_x = ImGui::GetScrollMaxX();-            ImGui::EndChild();-            ImGui::SameLine();-            const char* names[] = { "Left", "25%", "Center", "75%", "Right" };-            ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x);-            ImGui::Spacing();-        }-        ImGui::PopID();--        // Miscellaneous Horizontal Scrolling Demo-        IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)");-        HelpMarker(-            "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n"-            "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().");-        static int lines = 7;-        ImGui::SliderInt("Lines", &lines, 1, 15);-        ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);-        ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));-        ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30);-        ImGui::BeginChild("scrolling", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar);-        for (int line = 0; line < lines; line++)-        {-            // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine()-            // If you want to create your own time line for a real application you may be better off manipulating-            // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets-            // yourself. You may also want to use the lower-level ImDrawList API.-            int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);-            for (int n = 0; n < num_buttons; n++)-            {-                if (n > 0) ImGui::SameLine();-                ImGui::PushID(n + line * 1000);-                char num_buf[16];-                sprintf(num_buf, "%d", n);-                const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf;-                float hue = n * 0.05f;-                ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f));-                ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f));-                ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f));-                ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f));-                ImGui::PopStyleColor(3);-                ImGui::PopID();-            }-        }-        float scroll_x = ImGui::GetScrollX();-        float scroll_max_x = ImGui::GetScrollMaxX();-        ImGui::EndChild();-        ImGui::PopStyleVar(2);-        float scroll_x_delta = 0.0f;-        ImGui::SmallButton("<<");-        if (ImGui::IsItemActive())-            scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;-        ImGui::SameLine();-        ImGui::Text("Scroll from code"); ImGui::SameLine();-        ImGui::SmallButton(">>");-        if (ImGui::IsItemActive())-            scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;-        ImGui::SameLine();-        ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x);-        if (scroll_x_delta != 0.0f)-        {-            // Demonstrate a trick: you can use Begin to set yourself in the context of another window-            // (here we are already out of your child window)-            ImGui::BeginChild("scrolling");-            ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);-            ImGui::EndChild();-        }-        ImGui::Spacing();--        static bool show_horizontal_contents_size_demo_window = false;-        ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window);--        if (show_horizontal_contents_size_demo_window)-        {-            static bool show_h_scrollbar = true;-            static bool show_button = true;-            static bool show_tree_nodes = true;-            static bool show_text_wrapped = false;-            static bool show_columns = true;-            static bool show_tab_bar = true;-            static bool show_child = false;-            static bool explicit_content_size = false;-            static float contents_size_x = 300.0f;-            if (explicit_content_size)-                ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f));-            ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0);-            IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window");-            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));-            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));-            HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles.");-            ImGui::Checkbox("H-scrollbar", &show_h_scrollbar);-            ImGui::Checkbox("Button", &show_button);            // Will grow contents size (unless explicitly overwritten)-            ImGui::Checkbox("Tree nodes", &show_tree_nodes);    // Will grow contents size and display highlight over full width-            ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size-            ImGui::Checkbox("Columns", &show_columns);          // Will use contents size-            ImGui::Checkbox("Tab bar", &show_tab_bar);          // Will use contents size-            ImGui::Checkbox("Child", &show_child);              // Will grow and use contents size-            ImGui::Checkbox("Explicit content size", &explicit_content_size);-            ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY());-            if (explicit_content_size)-            {-                ImGui::SameLine();-                ImGui::SetNextItemWidth(100);-                ImGui::DragFloat("##csx", &contents_size_x);-                ImVec2 p = ImGui::GetCursorScreenPos();-                ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE);-                ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE);-                ImGui::Dummy(ImVec2(0, 10));-            }-            ImGui::PopStyleVar(2);-            ImGui::Separator();-            if (show_button)-            {-                ImGui::Button("this is a 300-wide button", ImVec2(300, 0));-            }-            if (show_tree_nodes)-            {-                bool open = true;-                if (ImGui::TreeNode("this is a tree node"))-                {-                    if (ImGui::TreeNode("another one of those tree node..."))-                    {-                        ImGui::Text("Some tree contents");-                        ImGui::TreePop();-                    }-                    ImGui::TreePop();-                }-                ImGui::CollapsingHeader("CollapsingHeader", &open);-            }-            if (show_text_wrapped)-            {-                ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle.");-            }-            if (show_columns)-            {-                ImGui::Text("Tables:");-                if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders))-                {-                    for (int n = 0; n < 4; n++)-                    {-                        ImGui::TableNextColumn();-                        ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x);-                    }-                    ImGui::EndTable();-                }-                ImGui::Text("Columns:");-                ImGui::Columns(4);-                for (int n = 0; n < 4; n++)-                {-                    ImGui::Text("Width %.2f", ImGui::GetColumnWidth());-                    ImGui::NextColumn();-                }-                ImGui::Columns(1);-            }-            if (show_tab_bar && ImGui::BeginTabBar("Hello"))-            {-                if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); }-                if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); }-                if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); }-                if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); }-                ImGui::EndTabBar();-            }-            if (show_child)-            {-                ImGui::BeginChild("child", ImVec2(0, 0), true);-                ImGui::EndChild();-            }-            ImGui::End();-        }--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Layout/Clipping");-    if (ImGui::TreeNode("Clipping"))-    {-        static ImVec2 size(100.0f, 100.0f);-        static ImVec2 offset(30.0f, 30.0f);-        ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");-        ImGui::TextWrapped("(Click and drag to scroll)");--        HelpMarker(-            "(Left) Using ImGui::PushClipRect():\n"-            "Will alter ImGui hit-testing logic + ImDrawList rendering.\n"-            "(use this if you want your clipping rectangle to affect interactions)\n\n"-            "(Center) Using ImDrawList::PushClipRect():\n"-            "Will alter ImDrawList rendering only.\n"-            "(use this as a shortcut if you are only using ImDrawList calls)\n\n"-            "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n"-            "Will alter only this specific ImDrawList::AddText() rendering.\n"-            "This is often used internally to avoid altering the clipping rectangle and minimize draw calls.");--        for (int n = 0; n < 3; n++)-        {-            if (n > 0)-                ImGui::SameLine();--            ImGui::PushID(n);-            ImGui::InvisibleButton("##canvas", size);-            if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))-            {-                offset.x += ImGui::GetIO().MouseDelta.x;-                offset.y += ImGui::GetIO().MouseDelta.y;-            }-            ImGui::PopID();-            if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped.-                continue;--            const ImVec2 p0 = ImGui::GetItemRectMin();-            const ImVec2 p1 = ImGui::GetItemRectMax();-            const char* text_str = "Line 1 hello\nLine 2 clip me!";-            const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);-            ImDrawList* draw_list = ImGui::GetWindowDrawList();-            switch (n)-            {-            case 0:-                ImGui::PushClipRect(p0, p1, true);-                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));-                draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);-                ImGui::PopClipRect();-                break;-            case 1:-                draw_list->PushClipRect(p0, p1, true);-                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));-                draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);-                draw_list->PopClipRect();-                break;-            case 2:-                ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert.-                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));-                draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect);-                break;-            }-        }--        ImGui::TreePop();-    }-}--static void ShowDemoWindowPopups()-{-    IMGUI_DEMO_MARKER("Popups");-    if (!ImGui::CollapsingHeader("Popups & Modal windows"))-        return;--    // The properties of popups windows are:-    // - They block normal mouse hovering detection outside them. (*)-    // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.-    // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as-    //   we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup().-    // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even-    //     when normally blocked by a popup.-    // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close-    // popups at any time.--    // Typical use for regular windows:-    //   bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End();-    // Typical use for popups:-    //   if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); }--    // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.-    // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.--    IMGUI_DEMO_MARKER("Popups/Popups");-    if (ImGui::TreeNode("Popups"))-    {-        ImGui::TextWrapped(-            "When a popup is active, it inhibits interacting with windows that are behind the popup. "-            "Clicking outside the popup closes it.");--        static int selected_fish = -1;-        const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" };-        static bool toggles[] = { true, false, false, false, false };--        // Simple selection popup (if you want to show the current selection inside the Button itself,-        // you may want to build a string using the "###" operator to preserve a constant ID with a variable label)-        if (ImGui::Button("Select.."))-            ImGui::OpenPopup("my_select_popup");-        ImGui::SameLine();-        ImGui::TextUnformatted(selected_fish == -1 ? "<None>" : names[selected_fish]);-        if (ImGui::BeginPopup("my_select_popup"))-        {-            ImGui::Text("Aquarium");-            ImGui::Separator();-            for (int i = 0; i < IM_ARRAYSIZE(names); i++)-                if (ImGui::Selectable(names[i]))-                    selected_fish = i;-            ImGui::EndPopup();-        }--        // Showing a menu with toggles-        if (ImGui::Button("Toggle.."))-            ImGui::OpenPopup("my_toggle_popup");-        if (ImGui::BeginPopup("my_toggle_popup"))-        {-            for (int i = 0; i < IM_ARRAYSIZE(names); i++)-                ImGui::MenuItem(names[i], "", &toggles[i]);-            if (ImGui::BeginMenu("Sub-menu"))-            {-                ImGui::MenuItem("Click me");-                ImGui::EndMenu();-            }--            ImGui::Separator();-            ImGui::Text("Tooltip here");-            if (ImGui::IsItemHovered())-                ImGui::SetTooltip("I am a tooltip over a popup");--            if (ImGui::Button("Stacked Popup"))-                ImGui::OpenPopup("another popup");-            if (ImGui::BeginPopup("another popup"))-            {-                for (int i = 0; i < IM_ARRAYSIZE(names); i++)-                    ImGui::MenuItem(names[i], "", &toggles[i]);-                if (ImGui::BeginMenu("Sub-menu"))-                {-                    ImGui::MenuItem("Click me");-                    if (ImGui::Button("Stacked Popup"))-                        ImGui::OpenPopup("another popup");-                    if (ImGui::BeginPopup("another popup"))-                    {-                        ImGui::Text("I am the last one here.");-                        ImGui::EndPopup();-                    }-                    ImGui::EndMenu();-                }-                ImGui::EndPopup();-            }-            ImGui::EndPopup();-        }--        // Call the more complete ShowExampleMenuFile which we use in various places of this demo-        if (ImGui::Button("With a menu.."))-            ImGui::OpenPopup("my_file_popup");-        if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar))-        {-            if (ImGui::BeginMenuBar())-            {-                if (ImGui::BeginMenu("File"))-                {-                    ShowExampleMenuFile();-                    ImGui::EndMenu();-                }-                if (ImGui::BeginMenu("Edit"))-                {-                    ImGui::MenuItem("Dummy");-                    ImGui::EndMenu();-                }-                ImGui::EndMenuBar();-            }-            ImGui::Text("Hello from popup!");-            ImGui::Button("This is a dummy button..");-            ImGui::EndPopup();-        }--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Popups/Context menus");-    if (ImGui::TreeNode("Context menus"))-    {-        HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.");--        // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:-        //     if (id == 0)-        //         id = GetItemID(); // Use last item id-        //     if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))-        //         OpenPopup(id);-        //     return BeginPopup(id);-        // For advanced advanced uses you may want to replicate and customize this code.-        // See more details in BeginPopupContextItem().--        // Example 1-        // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(),-        // and BeginPopupContextItem() will use the last item ID as the popup ID.-        {-            const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" };-            for (int n = 0; n < 5; n++)-            {-                ImGui::Selectable(names[n]);-                if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id-                {-                    ImGui::Text("This a popup for \"%s\"!", names[n]);-                    if (ImGui::Button("Close"))-                        ImGui::CloseCurrentPopup();-                    ImGui::EndPopup();-                }-                if (ImGui::IsItemHovered())-                    ImGui::SetTooltip("Right-click to open popup");-            }-        }--        // Example 2-        // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem().-        // Using an explicit identifier is also convenient if you want to activate the popups from different locations.-        {-            HelpMarker("Text() elements don't have stable identifiers so we need to provide one.");-            static float value = 0.5f;-            ImGui::Text("Value = %.3f <-- (1) right-click this text", value);-            if (ImGui::BeginPopupContextItem("my popup"))-            {-                if (ImGui::Selectable("Set to zero")) value = 0.0f;-                if (ImGui::Selectable("Set to PI")) value = 3.1415f;-                ImGui::SetNextItemWidth(-FLT_MIN);-                ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f);-                ImGui::EndPopup();-            }--            // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup.-            // Here we make it that right-clicking this other text element opens the same popup as above.-            // The popup itself will be submitted by the code above.-            ImGui::Text("(2) Or right-click this text");-            ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight);--            // Back to square one: manually open the same popup.-            if (ImGui::Button("(3) Or click this button"))-                ImGui::OpenPopup("my popup");-        }--        // Example 3-        // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID),-        // we need to make sure your item identifier is stable.-        // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ).-        {-            HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.");-            static char name[32] = "Label1";-            char buf[64];-            sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label-            ImGui::Button(buf);-            if (ImGui::BeginPopupContextItem())-            {-                ImGui::Text("Edit name:");-                ImGui::InputText("##edit", name, IM_ARRAYSIZE(name));-                if (ImGui::Button("Close"))-                    ImGui::CloseCurrentPopup();-                ImGui::EndPopup();-            }-            ImGui::SameLine(); ImGui::Text("(<-- right-click here)");-        }--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Popups/Modals");-    if (ImGui::TreeNode("Modals"))-    {-        ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.");--        if (ImGui::Button("Delete.."))-            ImGui::OpenPopup("Delete?");--        // Always center this window when appearing-        ImVec2 center = ImGui::GetMainViewport()->GetCenter();-        ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));--        if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))-        {-            ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n");-            ImGui::Separator();--            //static int unused_i = 0;-            //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0");--            static bool dont_ask_me_next_time = false;-            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));-            ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time);-            ImGui::PopStyleVar();--            if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }-            ImGui::SetItemDefaultFocus();-            ImGui::SameLine();-            if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }-            ImGui::EndPopup();-        }--        if (ImGui::Button("Stacked modals.."))-            ImGui::OpenPopup("Stacked 1");-        if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar))-        {-            if (ImGui::BeginMenuBar())-            {-                if (ImGui::BeginMenu("File"))-                {-                    if (ImGui::MenuItem("Some menu item")) {}-                    ImGui::EndMenu();-                }-                ImGui::EndMenuBar();-            }-            ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.");--            // Testing behavior of widgets stacking their own regular popups over the modal.-            static int item = 1;-            static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f };-            ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");-            ImGui::ColorEdit4("color", color);--            if (ImGui::Button("Add another modal.."))-                ImGui::OpenPopup("Stacked 2");--            // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which-            // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value-            // of the bool actually doesn't matter here.-            bool unused_open = true;-            if (ImGui::BeginPopupModal("Stacked 2", &unused_open))-            {-                ImGui::Text("Hello from Stacked The Second!");-                if (ImGui::Button("Close"))-                    ImGui::CloseCurrentPopup();-                ImGui::EndPopup();-            }--            if (ImGui::Button("Close"))-                ImGui::CloseCurrentPopup();-            ImGui::EndPopup();-        }--        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Popups/Menus inside a regular window");-    if (ImGui::TreeNode("Menus inside a regular window"))-    {-        ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");-        ImGui::Separator();--        ImGui::MenuItem("Menu item", "CTRL+M");-        if (ImGui::BeginMenu("Menu inside a regular window"))-        {-            ShowExampleMenuFile();-            ImGui::EndMenu();-        }-        ImGui::Separator();-        ImGui::TreePop();-    }-}--// Dummy data structure that we use for the Table demo.-// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure if defined inside the demo function)-namespace-{-// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.-// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID.-// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex)-// If you don't use sorting, you will generally never care about giving column an ID!-enum MyItemColumnID-{-    MyItemColumnID_ID,-    MyItemColumnID_Name,-    MyItemColumnID_Action,-    MyItemColumnID_Quantity,-    MyItemColumnID_Description-};--struct MyItem-{-    int         ID;-    const char* Name;-    int         Quantity;--    // We have a problem which is affecting _only this demo_ and should not affect your code:-    // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(),-    // however qsort doesn't allow passing user data to comparing function.-    // As a workaround, we are storing the sort specs in a static/global for the comparing function to access.-    // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global.-    // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called-    // very often by the sorting algorithm it would be a little wasteful.-    static const ImGuiTableSortSpecs* s_current_sort_specs;--    // Compare function to be used by qsort()-    static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)-    {-        const MyItem* a = (const MyItem*)lhs;-        const MyItem* b = (const MyItem*)rhs;-        for (int n = 0; n < s_current_sort_specs->SpecsCount; n++)-        {-            // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn()-            // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler!-            const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n];-            int delta = 0;-            switch (sort_spec->ColumnUserID)-            {-            case MyItemColumnID_ID:             delta = (a->ID - b->ID);                break;-            case MyItemColumnID_Name:           delta = (strcmp(a->Name, b->Name));     break;-            case MyItemColumnID_Quantity:       delta = (a->Quantity - b->Quantity);    break;-            case MyItemColumnID_Description:    delta = (strcmp(a->Name, b->Name));     break;-            default: IM_ASSERT(0); break;-            }-            if (delta > 0)-                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;-            if (delta < 0)-                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;-        }--        // qsort() is instable so always return a way to differenciate items.-        // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs.-        return (a->ID - b->ID);-    }-};-const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;-}--// Make the UI compact because there are so many fields-static void PushStyleCompact()-{-    ImGuiStyle& style = ImGui::GetStyle();-    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f)));-    ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f)));-}--static void PopStyleCompact()-{-    ImGui::PopStyleVar(2);-}--// Show a combo box with a choice of sizing policies-static void EditTableSizingFlags(ImGuiTableFlags* p_flags)-{-    struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; };-    static const EnumDesc policies[] =-    {-        { ImGuiTableFlags_None,               "Default",                            "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." },-        { ImGuiTableFlags_SizingFixedFit,     "ImGuiTableFlags_SizingFixedFit",     "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." },-        { ImGuiTableFlags_SizingFixedSame,    "ImGuiTableFlags_SizingFixedSame",    "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." },-        { ImGuiTableFlags_SizingStretchProp,  "ImGuiTableFlags_SizingStretchProp",  "Columns default to _WidthStretch with weights proportional to their widths." },-        { ImGuiTableFlags_SizingStretchSame,  "ImGuiTableFlags_SizingStretchSame",  "Columns default to _WidthStretch with same weights." }-    };-    int idx;-    for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++)-        if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_))-            break;-    const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : "";-    if (ImGui::BeginCombo("Sizing Policy", preview_text))-    {-        for (int n = 0; n < IM_ARRAYSIZE(policies); n++)-            if (ImGui::Selectable(policies[n].Name, idx == n))-                *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value;-        ImGui::EndCombo();-    }-    ImGui::SameLine();-    ImGui::TextDisabled("(?)");-    if (ImGui::IsItemHovered())-    {-        ImGui::BeginTooltip();-        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f);-        for (int m = 0; m < IM_ARRAYSIZE(policies); m++)-        {-            ImGui::Separator();-            ImGui::Text("%s:", policies[m].Name);-            ImGui::Separator();-            ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f);-            ImGui::TextUnformatted(policies[m].Tooltip);-        }-        ImGui::PopTextWrapPos();-        ImGui::EndTooltip();-    }-}--static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags)-{-    ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)");-    ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide);-    ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort);-    if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch))-        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch);-    if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed))-        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed);-    ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize);-    ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder);-    ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide);-    ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip);-    ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort);-    ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending);-    ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending);-    ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel);-    ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth);-    ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending);-    ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending);-    ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0");-    ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0");-}--static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)-{-    ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled);-    ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible);-    ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted);-    ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered);-}--static void ShowDemoWindowTables()-{-    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);-    IMGUI_DEMO_MARKER("Tables");-    if (!ImGui::CollapsingHeader("Tables & Columns"))-        return;--    // Using those as a base value to create width/height that are factor of the size of our font-    const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x;-    const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing();--    ImGui::PushID("Tables");--    int open_action = -1;-    if (ImGui::Button("Open all"))-        open_action = 1;-    ImGui::SameLine();-    if (ImGui::Button("Close all"))-        open_action = 0;-    ImGui::SameLine();--    // Options-    static bool disable_indent = false;-    ImGui::Checkbox("Disable tree indentation", &disable_indent);-    ImGui::SameLine();-    HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.");-    ImGui::Separator();-    if (disable_indent)-        ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f);--    // About Styling of tables-    // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs.-    // There are however a few settings that a shared and part of the ImGuiStyle structure:-    //   style.CellPadding                          // Padding within each cell-    //   style.Colors[ImGuiCol_TableHeaderBg]       // Table header background-    //   style.Colors[ImGuiCol_TableBorderStrong]   // Table outer and header borders-    //   style.Colors[ImGuiCol_TableBorderLight]    // Table inner borders-    //   style.Colors[ImGuiCol_TableRowBg]          // Table row background when ImGuiTableFlags_RowBg is enabled (even rows)-    //   style.Colors[ImGuiCol_TableRowBgAlt]       // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows)--    // Demos-    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Basic");-    if (ImGui::TreeNode("Basic"))-    {-        // Here we will showcase three different ways to output a table.-        // They are very simple variations of a same thing!--        // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column.-        // In many situations, this is the most flexible and easy to use pattern.-        HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.");-        if (ImGui::BeginTable("table1", 3))-        {-            for (int row = 0; row < 4; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("Row %d Column %d", row, column);-                }-            }-            ImGui::EndTable();-        }--        // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().-        // This is generally more convenient when you have code manually submitting the contents of each columns.-        HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.");-        if (ImGui::BeginTable("table2", 3))-        {-            for (int row = 0; row < 4; row++)-            {-                ImGui::TableNextRow();-                ImGui::TableNextColumn();-                ImGui::Text("Row %d", row);-                ImGui::TableNextColumn();-                ImGui::Text("Some contents");-                ImGui::TableNextColumn();-                ImGui::Text("123.456");-            }-            ImGui::EndTable();-        }--        // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),-        // as TableNextColumn() will automatically wrap around and create new roes as needed.-        // This is generally more convenient when your cells all contains the same type of data.-        HelpMarker(-            "Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n"-            "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition.");-        if (ImGui::BeginTable("table3", 3))-        {-            for (int item = 0; item < 14; item++)-            {-                ImGui::TableNextColumn();-                ImGui::Text("Item %d", item);-            }-            ImGui::EndTable();-        }--        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Borders, background");-    if (ImGui::TreeNode("Borders, background"))-    {-        // Expose a few Borders related flags interactively-        enum ContentsType { CT_Text, CT_FillButton };-        static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;-        static bool display_headers = false;-        static int contents_type = CT_Text;--        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);-        ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);-        ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH");-        ImGui::Indent();--        ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);-        ImGui::Indent();-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);-        ImGui::Unindent();--        ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);-        ImGui::Indent();-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);-        ImGui::Unindent();--        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner);-        ImGui::Unindent();--        ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:");-        ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text);-        ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton);-        ImGui::Checkbox("Display headers", &display_headers);-        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers");-        PopStyleCompact();--        if (ImGui::BeginTable("table1", 3, flags))-        {-            // Display headers so we can inspect their interaction with borders.-            // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details)-            if (display_headers)-            {-                ImGui::TableSetupColumn("One");-                ImGui::TableSetupColumn("Two");-                ImGui::TableSetupColumn("Three");-                ImGui::TableHeadersRow();-            }--            for (int row = 0; row < 5; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    char buf[32];-                    sprintf(buf, "Hello %d,%d", column, row);-                    if (contents_type == CT_Text)-                        ImGui::TextUnformatted(buf);-                    else if (contents_type == CT_FillButton)-                        ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));-                }-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Resizable, stretch");-    if (ImGui::TreeNode("Resizable, stretch"))-    {-        // By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch"-        // Each columns maintain a sizing weight, and they will occupy all available width.-        static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;-        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);-        ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this.");-        PopStyleCompact();--        if (ImGui::BeginTable("table1", 3, flags))-        {-            for (int row = 0; row < 5; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("Hello %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Resizable, fixed");-    if (ImGui::TreeNode("Resizable, fixed"))-    {-        // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set)-        // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small)-        // If there is not enough available width to fit all columns, they will however be resized down.-        // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings-        HelpMarker(-            "Using _Resizable + _SizingFixedFit flags.\n"-            "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n"-            "Double-click a column border to auto-fit the column to its contents.");-        PushStyleCompact();-        static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;-        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);-        PopStyleCompact();--        if (ImGui::BeginTable("table1", 3, flags))-        {-            for (int row = 0; row < 5; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("Hello %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Resizable, mixed");-    if (ImGui::TreeNode("Resizable, mixed"))-    {-        HelpMarker(-            "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n"-            "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.");-        static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;--        if (ImGui::BeginTable("table1", 3, flags))-        {-            ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);-            ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);-            ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch);-            ImGui::TableHeadersRow();-            for (int row = 0; row < 5; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row);-                }-            }-            ImGui::EndTable();-        }-        if (ImGui::BeginTable("table2", 6, flags))-        {-            ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);-            ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);-            ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide);-            ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch);-            ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch);-            ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide);-            ImGui::TableHeadersRow();-            for (int row = 0; row < 5; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 6; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row);-                }-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers");-    if (ImGui::TreeNode("Reorderable, hideable, with headers"))-    {-        HelpMarker(-            "Click and drag column headers to reorder columns.\n\n"-            "Right-click on a header to open a context menu.");-        static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV;-        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);-        ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);-        ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);-        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody);-        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)");-        PopStyleCompact();--        if (ImGui::BeginTable("table1", 3, flags))-        {-            // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column.-            // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.)-            ImGui::TableSetupColumn("One");-            ImGui::TableSetupColumn("Two");-            ImGui::TableSetupColumn("Three");-            ImGui::TableHeadersRow();-            for (int row = 0; row < 6; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("Hello %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }--        // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column)-        if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f)))-        {-            ImGui::TableSetupColumn("One");-            ImGui::TableSetupColumn("Two");-            ImGui::TableSetupColumn("Three");-            ImGui::TableHeadersRow();-            for (int row = 0; row < 6; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("Fixed %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Padding");-    if (ImGui::TreeNode("Padding"))-    {-        // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding.-        // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding.-        HelpMarker(-            "We often want outer padding activated when any using features which makes the edges of a column visible:\n"-            "e.g.:\n"-            "- BorderOuterV\n"-            "- any form of row selection\n"-            "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n"-            "Actual padding values are using style.CellPadding.\n\n"-            "In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding.");--        static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV;-        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX);-        ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)");-        ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX);-        ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)");-        ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX);-        ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)");-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV);-        static bool show_headers = false;-        ImGui::Checkbox("show_headers", &show_headers);-        PopStyleCompact();--        if (ImGui::BeginTable("table_padding", 3, flags1))-        {-            if (show_headers)-            {-                ImGui::TableSetupColumn("One");-                ImGui::TableSetupColumn("Two");-                ImGui::TableSetupColumn("Three");-                ImGui::TableHeadersRow();-            }--            for (int row = 0; row < 5; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    if (row == 0)-                    {-                        ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);-                    }-                    else-                    {-                        char buf[32];-                        sprintf(buf, "Hello %d,%d", column, row);-                        ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));-                    }-                    //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered)-                    //    ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255));-                }-            }-            ImGui::EndTable();-        }--        // Second example: set style.CellPadding to (0.0) or a custom value.-        // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one...-        HelpMarker("Setting style.CellPadding to (0,0) or a custom value.");-        static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;-        static ImVec2 cell_padding(0.0f, 0.0f);-        static bool show_widget_frame_bg = true;--        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter);-        ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg);-        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable);-        ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg);-        ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f");-        PopStyleCompact();--        ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding);-        if (ImGui::BeginTable("table_padding_2", 3, flags2))-        {-            static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells-            static bool init = true;-            if (!show_widget_frame_bg)-                ImGui::PushStyleColor(ImGuiCol_FrameBg, 0);-            for (int cell = 0; cell < 3 * 5; cell++)-            {-                ImGui::TableNextColumn();-                if (init)-                    strcpy(text_bufs[cell], "edit me");-                ImGui::SetNextItemWidth(-FLT_MIN);-                ImGui::PushID(cell);-                ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell]));-                ImGui::PopID();-            }-            if (!show_widget_frame_bg)-                ImGui::PopStyleColor();-            init = false;-            ImGui::EndTable();-        }-        ImGui::PopStyleVar();--        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Explicit widths");-    if (ImGui::TreeNode("Sizing policies"))-    {-        static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;-        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);-        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX);-        PopStyleCompact();--        static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame };-        for (int table_n = 0; table_n < 4; table_n++)-        {-            ImGui::PushID(table_n);-            ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30);-            EditTableSizingFlags(&sizing_policy_flags[table_n]);--            // To make it easier to understand the different sizing policy,-            // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width.-            if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1))-            {-                for (int row = 0; row < 3; row++)-                {-                    ImGui::TableNextRow();-                    ImGui::TableNextColumn(); ImGui::Text("Oh dear");-                    ImGui::TableNextColumn(); ImGui::Text("Oh dear");-                    ImGui::TableNextColumn(); ImGui::Text("Oh dear");-                }-                ImGui::EndTable();-            }-            if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1))-            {-                for (int row = 0; row < 3; row++)-                {-                    ImGui::TableNextRow();-                    ImGui::TableNextColumn(); ImGui::Text("AAAA");-                    ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB");-                    ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC");-                }-                ImGui::EndTable();-            }-            ImGui::PopID();-        }--        ImGui::Spacing();-        ImGui::TextUnformatted("Advanced");-        ImGui::SameLine();-        HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns.");--        enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText };-        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable;-        static int contents_type = CT_ShowWidth;-        static int column_count = 3;--        PushStyleCompact();-        ImGui::PushID("Advanced");-        ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);-        EditTableSizingFlags(&flags);-        ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0");-        if (contents_type == CT_FillButton)-        {-            ImGui::SameLine();-            HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width.");-        }-        ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp);-        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);-        ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);-        ImGui::SameLine(); HelpMarker("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.");-        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);-        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);-        ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);-        ImGui::PopItemWidth();-        ImGui::PopID();-        PopStyleCompact();--        if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7)))-        {-            for (int cell = 0; cell < 10 * column_count; cell++)-            {-                ImGui::TableNextColumn();-                int column = ImGui::TableGetColumnIndex();-                int row = ImGui::TableGetRowIndex();--                ImGui::PushID(cell);-                char label[32];-                static char text_buf[32] = "";-                sprintf(label, "Hello %d,%d", column, row);-                switch (contents_type)-                {-                case CT_ShortText:  ImGui::TextUnformatted(label); break;-                case CT_LongText:   ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break;-                case CT_ShowWidth:  ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break;-                case CT_Button:     ImGui::Button(label); break;-                case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break;-                case CT_InputText:  ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break;-                }-                ImGui::PopID();-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping");-    if (ImGui::TreeNode("Vertical scrolling, with clipping"))-    {-        HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items.");-        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;--        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);-        PopStyleCompact();--        // When using ScrollX or ScrollY we need to specify a size for our table container!-        // Otherwise by default the table will fit all available space, like a BeginChild() call.-        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);-        if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size))-        {-            ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible-            ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None);-            ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None);-            ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None);-            ImGui::TableHeadersRow();--            // Demonstrate using clipper for large vertical lists-            ImGuiListClipper clipper;-            clipper.Begin(1000);-            while (clipper.Step())-            {-                for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++)-                {-                    ImGui::TableNextRow();-                    for (int column = 0; column < 3; column++)-                    {-                        ImGui::TableSetColumnIndex(column);-                        ImGui::Text("Hello %d,%d", column, row);-                    }-                }-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Horizontal scrolling");-    if (ImGui::TreeNode("Horizontal scrolling"))-    {-        HelpMarker(-            "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, "-            "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n"-            "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX,"-            "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions).");-        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;-        static int freeze_cols = 1;-        static int freeze_rows = 1;--        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);-        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);-        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);-        ImGui::SetNextItemWidth(ImGui::GetFrameHeight());-        ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);-        ImGui::SetNextItemWidth(ImGui::GetFrameHeight());-        ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);-        PopStyleCompact();--        // When using ScrollX or ScrollY we need to specify a size for our table container!-        // Otherwise by default the table will fit all available space, like a BeginChild() call.-        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);-        if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size))-        {-            ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);-            ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze()-            ImGui::TableSetupColumn("One");-            ImGui::TableSetupColumn("Two");-            ImGui::TableSetupColumn("Three");-            ImGui::TableSetupColumn("Four");-            ImGui::TableSetupColumn("Five");-            ImGui::TableSetupColumn("Six");-            ImGui::TableHeadersRow();-            for (int row = 0; row < 20; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 7; column++)-                {-                    // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement.-                    // Because here we know that:-                    // - A) all our columns are contributing the same to row height-                    // - B) column 0 is always visible,-                    // We only always submit this one column and can skip others.-                    // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags().-                    if (!ImGui::TableSetColumnIndex(column) && column > 0)-                        continue;-                    if (column == 0)-                        ImGui::Text("Line %d", row);-                    else-                        ImGui::Text("Hello world %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }--        ImGui::Spacing();-        ImGui::TextUnformatted("Stretch + ScrollX");-        ImGui::SameLine();-        HelpMarker(-            "Showcase using Stretch columns + ScrollX together: "-            "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n"-            "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense.");-        static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;-        static float inner_width = 1000.0f;-        PushStyleCompact();-        ImGui::PushID("flags3");-        ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);-        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX);-        ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f");-        ImGui::PopItemWidth();-        ImGui::PopID();-        PopStyleCompact();-        if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width))-        {-            for (int cell = 0; cell < 20 * 7; cell++)-            {-                ImGui::TableNextColumn();-                ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex());-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Columns flags");-    if (ImGui::TreeNode("Columns flags"))-    {-        // Create a first table just to show all the options/flags we want to make visible in our example!-        const int column_count = 3;-        const char* column_names[column_count] = { "One", "Two", "Three" };-        static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide };-        static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags()--        if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None))-        {-            PushStyleCompact();-            for (int column = 0; column < column_count; column++)-            {-                ImGui::TableNextColumn();-                ImGui::PushID(column);-                ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns-                ImGui::Text("'%s'", column_names[column]);-                ImGui::Spacing();-                ImGui::Text("Input flags:");-                EditTableColumnsFlags(&column_flags[column]);-                ImGui::Spacing();-                ImGui::Text("Output flags:");-                ImGui::BeginDisabled();-                ShowTableColumnsStatusFlags(column_flags_out[column]);-                ImGui::EndDisabled();-                ImGui::PopID();-            }-            PopStyleCompact();-            ImGui::EndTable();-        }--        // Create the real table we care about for the example!-        // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in-        // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down)-        const ImGuiTableFlags flags-            = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY-            | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV-            | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable;-        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9);-        if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size))-        {-            for (int column = 0; column < column_count; column++)-                ImGui::TableSetupColumn(column_names[column], column_flags[column]);-            ImGui::TableHeadersRow();-            for (int column = 0; column < column_count; column++)-                column_flags_out[column] = ImGui::TableGetColumnFlags(column);-            float indent_step = (float)((int)TEXT_BASE_WIDTH / 2);-            for (int row = 0; row < 8; row++)-            {-                ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.-                ImGui::TableNextRow();-                for (int column = 0; column < column_count; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column));-                }-            }-            ImGui::Unindent(indent_step * 8.0f);--            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Columns widths");-    if (ImGui::TreeNode("Columns widths"))-    {-        HelpMarker("Using TableSetupColumn() to setup default width.");--        static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize;-        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);-        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize);-        PopStyleCompact();-        if (ImGui::BeginTable("table1", 3, flags1))-        {-            // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.-            ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f-            ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f-            ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed);       // Default to auto-            ImGui::TableHeadersRow();-            for (int row = 0; row < 4; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    if (row == 0)-                        ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);-                    else-                        ImGui::Text("Hello %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }--        HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host.");--        static ImGuiTableFlags flags2 = ImGuiTableFlags_None;-        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV);-        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV);-        PopStyleCompact();-        if (ImGui::BeginTable("table2", 4, flags2))-        {-            // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.-            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f);-            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);-            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f);-            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);-            for (int row = 0; row < 5; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 4; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    if (row == 0)-                        ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);-                    else-                        ImGui::Text("Hello %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Nested tables");-    if (ImGui::TreeNode("Nested tables"))-    {-        HelpMarker("This demonstrate embedding a table into another table cell.");--        if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))-        {-            ImGui::TableSetupColumn("A0");-            ImGui::TableSetupColumn("A1");-            ImGui::TableHeadersRow();--            ImGui::TableNextColumn();-            ImGui::Text("A0 Row 0");-            {-                float rows_height = TEXT_BASE_HEIGHT * 2;-                if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))-                {-                    ImGui::TableSetupColumn("B0");-                    ImGui::TableSetupColumn("B1");-                    ImGui::TableHeadersRow();--                    ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);-                    ImGui::TableNextColumn();-                    ImGui::Text("B0 Row 0");-                    ImGui::TableNextColumn();-                    ImGui::Text("B1 Row 0");-                    ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);-                    ImGui::TableNextColumn();-                    ImGui::Text("B0 Row 1");-                    ImGui::TableNextColumn();-                    ImGui::Text("B1 Row 1");--                    ImGui::EndTable();-                }-            }-            ImGui::TableNextColumn(); ImGui::Text("A1 Row 0");-            ImGui::TableNextColumn(); ImGui::Text("A0 Row 1");-            ImGui::TableNextColumn(); ImGui::Text("A1 Row 1");-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Row height");-    if (ImGui::TreeNode("Row height"))-    {-        HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row.");-        if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV))-        {-            for (int row = 0; row < 10; row++)-            {-                float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row);-                ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);-                ImGui::TableNextColumn();-                ImGui::Text("min_row_height = %.2f", min_row_height);-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Outer size");-    if (ImGui::TreeNode("Outer size"))-    {-        // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY-        // Important to that note how the two flags have slightly different behaviors!-        ImGui::Text("Using NoHostExtendX and NoHostExtendY:");-        PushStyleCompact();-        static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX;-        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);-        ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");-        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);-        ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");-        PopStyleCompact();--        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f);-        if (ImGui::BeginTable("table1", 3, flags, outer_size))-        {-            for (int row = 0; row < 10; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableNextColumn();-                    ImGui::Text("Cell %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }-        ImGui::SameLine();-        ImGui::Text("Hello!");--        ImGui::Spacing();--        ImGui::Text("Using explicit size:");-        if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))-        {-            for (int row = 0; row < 5; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableNextColumn();-                    ImGui::Text("Cell %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }-        ImGui::SameLine();-        if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))-        {-            for (int row = 0; row < 3; row++)-            {-                ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f);-                for (int column = 0; column < 3; column++)-                {-                    ImGui::TableNextColumn();-                    ImGui::Text("Cell %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }--        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Background color");-    if (ImGui::TreeNode("Background color"))-    {-        static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;-        static int row_bg_type = 1;-        static int row_bg_target = 1;-        static int cell_bg_type = 1;--        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);-        ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);-        ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.");-        ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0");-        ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.");-        ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here.");-        IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2);-        IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1);-        IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);-        PopStyleCompact();--        if (ImGui::BeginTable("table1", 5, flags))-        {-            for (int row = 0; row < 6; row++)-            {-                ImGui::TableNextRow();--                // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)'-                // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag.-                if (row_bg_type != 0)-                {-                    ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient?-                    ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color);-                }--                // Fill cells-                for (int column = 0; column < 5; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("%c%c", 'A' + row, '0' + column);--                    // Change background of Cells B1->C2-                    // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)'-                    // (the CellBg color will be blended over the RowBg and ColumnBg colors)-                    // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop.-                    if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1)-                    {-                        ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f));-                        ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color);-                    }-                }-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Tree view");-    if (ImGui::TreeNode("Tree view"))-    {-        static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;--        if (ImGui::BeginTable("3ways", 3, flags))-        {-            // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On-            ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide);-            ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);-            ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f);-            ImGui::TableHeadersRow();--            // Simple storage to output a dummy file-system.-            struct MyTreeNode-            {-                const char*     Name;-                const char*     Type;-                int             Size;-                int             ChildIdx;-                int             ChildCount;-                static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes)-                {-                    ImGui::TableNextRow();-                    ImGui::TableNextColumn();-                    const bool is_folder = (node->ChildCount > 0);-                    if (is_folder)-                    {-                        bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth);-                        ImGui::TableNextColumn();-                        ImGui::TextDisabled("--");-                        ImGui::TableNextColumn();-                        ImGui::TextUnformatted(node->Type);-                        if (open)-                        {-                            for (int child_n = 0; child_n < node->ChildCount; child_n++)-                                DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes);-                            ImGui::TreePop();-                        }-                    }-                    else-                    {-                        ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth);-                        ImGui::TableNextColumn();-                        ImGui::Text("%d", node->Size);-                        ImGui::TableNextColumn();-                        ImGui::TextUnformatted(node->Type);-                    }-                }-            };-            static const MyTreeNode nodes[] =-            {-                { "Root",                         "Folder",       -1,       1, 3    }, // 0-                { "Music",                        "Folder",       -1,       4, 2    }, // 1-                { "Textures",                     "Folder",       -1,       6, 3    }, // 2-                { "desktop.ini",                  "System file",  1024,    -1,-1    }, // 3-                { "File1_a.wav",                  "Audio file",   123000,  -1,-1    }, // 4-                { "File1_b.wav",                  "Audio file",   456000,  -1,-1    }, // 5-                { "Image001.png",                 "Image file",   203128,  -1,-1    }, // 6-                { "Copy of Image001.png",         "Image file",   203256,  -1,-1    }, // 7-                { "Copy of Image001 (Final2).png","Image file",   203512,  -1,-1    }, // 8-            };--            MyTreeNode::DisplayNode(&nodes[0], nodes);--            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Item width");-    if (ImGui::TreeNode("Item width"))-    {-        HelpMarker(-            "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n"-            "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense.");-        if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders))-        {-            ImGui::TableSetupColumn("small");-            ImGui::TableSetupColumn("half");-            ImGui::TableSetupColumn("right-align");-            ImGui::TableHeadersRow();--            for (int row = 0; row < 3; row++)-            {-                ImGui::TableNextRow();-                if (row == 0)-                {-                    // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient)-                    ImGui::TableSetColumnIndex(0);-                    ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small-                    ImGui::TableSetColumnIndex(1);-                    ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);-                    ImGui::TableSetColumnIndex(2);-                    ImGui::PushItemWidth(-FLT_MIN); // Right-aligned-                }--                // Draw our contents-                static float dummy_f = 0.0f;-                ImGui::PushID(row);-                ImGui::TableSetColumnIndex(0);-                ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f);-                ImGui::TableSetColumnIndex(1);-                ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f);-                ImGui::TableSetColumnIndex(2);-                ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned-                ImGui::PopID();-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    // Demonstrate using TableHeader() calls instead of TableHeadersRow()-    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Custom headers");-    if (ImGui::TreeNode("Custom headers"))-    {-        const int COLUMNS_COUNT = 3;-        if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))-        {-            ImGui::TableSetupColumn("Apricot");-            ImGui::TableSetupColumn("Banana");-            ImGui::TableSetupColumn("Cherry");--            // Dummy entire-column selection storage-            // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox.-            static bool column_selected[3] = {};--            // Instead of calling TableHeadersRow() we'll submit custom headers ourselves-            ImGui::TableNextRow(ImGuiTableRowFlags_Headers);-            for (int column = 0; column < COLUMNS_COUNT; column++)-            {-                ImGui::TableSetColumnIndex(column);-                const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn()-                ImGui::PushID(column);-                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));-                ImGui::Checkbox("##checkall", &column_selected[column]);-                ImGui::PopStyleVar();-                ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);-                ImGui::TableHeader(column_name);-                ImGui::PopID();-            }--            for (int row = 0; row < 5; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < 3; column++)-                {-                    char buf[32];-                    sprintf(buf, "Cell %d,%d", column, row);-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Selectable(buf, column_selected[column]);-                }-            }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader()-    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Context menus");-    if (ImGui::TreeNode("Context menus"))-    {-        HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.");-        static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody;--        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody);-        PopStyleCompact();--        // Context Menus: first example-        // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu.-        // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set)-        const int COLUMNS_COUNT = 3;-        if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1))-        {-            ImGui::TableSetupColumn("One");-            ImGui::TableSetupColumn("Two");-            ImGui::TableSetupColumn("Three");--            // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu.-            ImGui::TableHeadersRow();--            // Submit dummy contents-            for (int row = 0; row < 4; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < COLUMNS_COUNT; column++)-                {-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("Cell %d,%d", column, row);-                }-            }-            ImGui::EndTable();-        }--        // Context Menus: second example-        // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.-        // [2.2] Right-click on the ".." to open a custom popup-        // [2.3] Right-click in columns to open another custom popup-        HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body).");-        ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;-        if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2))-        {-            ImGui::TableSetupColumn("One");-            ImGui::TableSetupColumn("Two");-            ImGui::TableSetupColumn("Three");--            // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.-            ImGui::TableHeadersRow();-            for (int row = 0; row < 4; row++)-            {-                ImGui::TableNextRow();-                for (int column = 0; column < COLUMNS_COUNT; column++)-                {-                    // Submit dummy contents-                    ImGui::TableSetColumnIndex(column);-                    ImGui::Text("Cell %d,%d", column, row);-                    ImGui::SameLine();--                    // [2.2] Right-click on the ".." to open a custom popup-                    ImGui::PushID(row * COLUMNS_COUNT + column);-                    ImGui::SmallButton("..");-                    if (ImGui::BeginPopupContextItem())-                    {-                        ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row);-                        if (ImGui::Button("Close"))-                            ImGui::CloseCurrentPopup();-                        ImGui::EndPopup();-                    }-                    ImGui::PopID();-                }-            }--            // [2.3] Right-click anywhere in columns to open another custom popup-            // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup-            // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping)-            int hovered_column = -1;-            for (int column = 0; column < COLUMNS_COUNT + 1; column++)-            {-                ImGui::PushID(column);-                if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered)-                    hovered_column = column;-                if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1))-                    ImGui::OpenPopup("MyPopup");-                if (ImGui::BeginPopup("MyPopup"))-                {-                    if (column == COLUMNS_COUNT)-                        ImGui::Text("This is a custom popup for unused space after the last column.");-                    else-                        ImGui::Text("This is a custom popup for Column %d", column);-                    if (ImGui::Button("Close"))-                        ImGui::CloseCurrentPopup();-                    ImGui::EndPopup();-                }-                ImGui::PopID();-            }--            ImGui::EndTable();-            ImGui::Text("Hovered column: %d", hovered_column);-        }-        ImGui::TreePop();-    }--    // Demonstrate creating multiple tables with the same ID-    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Synced instances");-    if (ImGui::TreeNode("Synced instances"))-    {-        HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.");-        for (int n = 0; n < 3; n++)-        {-            char buf[32];-            sprintf(buf, "Synced Table %d", n);-            bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen);-            if (open && ImGui::BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings))-            {-                ImGui::TableSetupColumn("One");-                ImGui::TableSetupColumn("Two");-                ImGui::TableSetupColumn("Three");-                ImGui::TableHeadersRow();-                for (int cell = 0; cell < 9; cell++)-                {-                    ImGui::TableNextColumn();-                    ImGui::Text("this cell %d", cell);-                }-                ImGui::EndTable();-            }-        }-        ImGui::TreePop();-    }--    // Demonstrate using Sorting facilities-    // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting.-    // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified)-    static const char* template_items_names[] =-    {-        "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango",-        "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot"-    };-    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Sorting");-    if (ImGui::TreeNode("Sorting"))-    {-        // Create item list-        static ImVector<MyItem> items;-        if (items.Size == 0)-        {-            items.resize(50, MyItem());-            for (int n = 0; n < items.Size; n++)-            {-                const int template_n = n % IM_ARRAYSIZE(template_items_names);-                MyItem& item = items[n];-                item.ID = n;-                item.Name = template_items_names[template_n];-                item.Quantity = (n * n - n) % 20; // Assign default quantities-            }-        }--        // Options-        static ImGuiTableFlags flags =-            ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti-            | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody-            | ImGuiTableFlags_ScrollY;-        PushStyleCompact();-        ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);-        ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");-        ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);-        ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");-        PopStyleCompact();--        if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f))-        {-            // Declare columns-            // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.-            // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!-            // Demonstrate using a mixture of flags among available sort-related flags:-            // - ImGuiTableColumnFlags_DefaultSort-            // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending-            // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending-            ImGui::TableSetupColumn("ID",       ImGuiTableColumnFlags_DefaultSort          | ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_ID);-            ImGui::TableSetupColumn("Name",                                                  ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_Name);-            ImGui::TableSetupColumn("Action",   ImGuiTableColumnFlags_NoSort               | ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_Action);-            ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity);-            ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible-            ImGui::TableHeadersRow();--            // Sort our data if sort specs have been changed!-            if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs())-                if (sorts_specs->SpecsDirty)-                {-                    MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.-                    if (items.Size > 1)-                        qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);-                    MyItem::s_current_sort_specs = NULL;-                    sorts_specs->SpecsDirty = false;-                }--            // Demonstrate using clipper for large vertical lists-            ImGuiListClipper clipper;-            clipper.Begin(items.Size);-            while (clipper.Step())-                for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)-                {-                    // Display a data item-                    MyItem* item = &items[row_n];-                    ImGui::PushID(item->ID);-                    ImGui::TableNextRow();-                    ImGui::TableNextColumn();-                    ImGui::Text("%04d", item->ID);-                    ImGui::TableNextColumn();-                    ImGui::TextUnformatted(item->Name);-                    ImGui::TableNextColumn();-                    ImGui::SmallButton("None");-                    ImGui::TableNextColumn();-                    ImGui::Text("%d", item->Quantity);-                    ImGui::PopID();-                }-            ImGui::EndTable();-        }-        ImGui::TreePop();-    }--    // In this example we'll expose most table flags and settings.-    // For specific flags and settings refer to the corresponding section for more detailed explanation.-    // This section is mostly useful to experiment with combining certain flags or settings with each others.-    //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]-    if (open_action != -1)-        ImGui::SetNextItemOpen(open_action != 0);-    IMGUI_DEMO_MARKER("Tables/Advanced");-    if (ImGui::TreeNode("Advanced"))-    {-        static ImGuiTableFlags flags =-            ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable-            | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti-            | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody-            | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY-            | ImGuiTableFlags_SizingFixedFit;--        enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow };-        static int contents_type = CT_SelectableSpanRow;-        const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" };-        static int freeze_cols = 1;-        static int freeze_rows = 1;-        static int items_count = IM_ARRAYSIZE(template_items_names) * 2;-        static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12);-        static float row_min_height = 0.0f; // Auto-        static float inner_width_with_scroll = 0.0f; // Auto-extend-        static bool outer_size_enabled = true;-        static bool show_headers = true;-        static bool show_wrapped_text = false;-        //static ImGuiTextFilter filter;-        //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing-        if (ImGui::TreeNode("Options"))-        {-            // Make the UI compact because there are so many fields-            PushStyleCompact();-            ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f);--            if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen))-            {-                ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);-                ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);-                ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);-                ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable);-                ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings);-                ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody);-                ImGui::TreePop();-            }--            if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen))-            {-                ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);-                ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);-                ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);-                ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);-                ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);-                ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);-                ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);-                ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers");-                ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)");-                ImGui::TreePop();-            }--            if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen))-            {-                EditTableSizingFlags(&flags);-                ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.");-                ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);-                ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");-                ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);-                ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");-                ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible);-                ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled.");-                ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);-                ImGui::SameLine(); HelpMarker("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.");-                ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);-                ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.");-                ImGui::TreePop();-            }--            if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen))-            {-                ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX);-                ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX);-                ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX);-                ImGui::TreePop();-            }--            if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen))-            {-                ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);-                ImGui::SameLine();-                ImGui::SetNextItemWidth(ImGui::GetFrameHeight());-                ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);-                ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);-                ImGui::SameLine();-                ImGui::SetNextItemWidth(ImGui::GetFrameHeight());-                ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);-                ImGui::TreePop();-            }--            if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen))-            {-                ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);-                ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");-                ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);-                ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");-                ImGui::TreePop();-            }--            if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen))-            {-                ImGui::Checkbox("show_headers", &show_headers);-                ImGui::Checkbox("show_wrapped_text", &show_wrapped_text);--                ImGui::DragFloat2("##OuterSize", &outer_size_value.x);-                ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);-                ImGui::Checkbox("outer_size", &outer_size_enabled);-                ImGui::SameLine();-                HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n"-                    "- The table is output directly in the parent window.\n"-                    "- OuterSize.x < 0.0f will right-align the table.\n"-                    "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch column.\n"-                    "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).");--                // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling.-                // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled.-                ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX);--                ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX);-                ImGui::SameLine(); HelpMarker("Specify height of the Selectable item.");--                ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999);-                ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names));-                //filter.Draw("filter");-                ImGui::TreePop();-            }--            ImGui::PopItemWidth();-            PopStyleCompact();-            ImGui::Spacing();-            ImGui::TreePop();-        }--        // Update item list if we changed the number of items-        static ImVector<MyItem> items;-        static ImVector<int> selection;-        static bool items_need_sort = false;-        if (items.Size != items_count)-        {-            items.resize(items_count, MyItem());-            for (int n = 0; n < items_count; n++)-            {-                const int template_n = n % IM_ARRAYSIZE(template_items_names);-                MyItem& item = items[n];-                item.ID = n;-                item.Name = template_items_names[template_n];-                item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities-            }-        }--        const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList();-        const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size;-        ImVec2 table_scroll_cur, table_scroll_max; // For debug display-        const ImDrawList* table_draw_list = NULL;  // "--        // Submit table-        const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;-        if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))-        {-            // Declare columns-            // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.-            // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!-            ImGui::TableSetupColumn("ID",           ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID);-            ImGui::TableSetupColumn("Name",         ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);-            ImGui::TableSetupColumn("Action",       ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);-            ImGui::TableSetupColumn("Quantity",     ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity);-            ImGui::TableSetupColumn("Description",  (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description);-            ImGui::TableSetupColumn("Hidden",       ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);-            ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);--            // Sort our data if sort specs have been changed!-            ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs();-            if (sorts_specs && sorts_specs->SpecsDirty)-                items_need_sort = true;-            if (sorts_specs && items_need_sort && items.Size > 1)-            {-                MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function.-                qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs);-                MyItem::s_current_sort_specs = NULL;-                sorts_specs->SpecsDirty = false;-            }-            items_need_sort = false;--            // Take note of whether we are currently sorting based on the Quantity field,-            // we will use this to trigger sorting when we know the data of this column has been modified.-            const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0;--            // Show headers-            if (show_headers)-                ImGui::TableHeadersRow();--            // Show data-            // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here?-            ImGui::PushButtonRepeat(true);-#if 1-            // Demonstrate using clipper for large vertical lists-            ImGuiListClipper clipper;-            clipper.Begin(items.Size);-            while (clipper.Step())-            {-                for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)-#else-            // Without clipper-            {-                for (int row_n = 0; row_n < items.Size; row_n++)-#endif-                {-                    MyItem* item = &items[row_n];-                    //if (!filter.PassFilter(item->Name))-                    //    continue;--                    const bool item_is_selected = selection.contains(item->ID);-                    ImGui::PushID(item->ID);-                    ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);--                    // For the demo purpose we can select among different type of items submitted in the first column-                    ImGui::TableSetColumnIndex(0);-                    char label[32];-                    sprintf(label, "%04d", item->ID);-                    if (contents_type == CT_Text)-                        ImGui::TextUnformatted(label);-                    else if (contents_type == CT_Button)-                        ImGui::Button(label);-                    else if (contents_type == CT_SmallButton)-                        ImGui::SmallButton(label);-                    else if (contents_type == CT_FillButton)-                        ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f));-                    else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow)-                    {-                        ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None;-                        if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height)))-                        {-                            if (ImGui::GetIO().KeyCtrl)-                            {-                                if (item_is_selected)-                                    selection.find_erase_unsorted(item->ID);-                                else-                                    selection.push_back(item->ID);-                            }-                            else-                            {-                                selection.clear();-                                selection.push_back(item->ID);-                            }-                        }-                    }--                    if (ImGui::TableSetColumnIndex(1))-                        ImGui::TextUnformatted(item->Name);--                    // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,-                    // and we are currently sorting on the column showing the Quantity.-                    // To avoid triggering a sort while holding the button, we only trigger it when the button has been released.-                    // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes.-                    if (ImGui::TableSetColumnIndex(2))-                    {-                        if (ImGui::SmallButton("Chop")) { item->Quantity += 1; }-                        if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }-                        ImGui::SameLine();-                        if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; }-                        if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }-                    }--                    if (ImGui::TableSetColumnIndex(3))-                        ImGui::Text("%d", item->Quantity);--                    ImGui::TableSetColumnIndex(4);-                    if (show_wrapped_text)-                        ImGui::TextWrapped("Lorem ipsum dolor sit amet");-                    else-                        ImGui::Text("Lorem ipsum dolor sit amet");--                    if (ImGui::TableSetColumnIndex(5))-                        ImGui::Text("1234");--                    ImGui::PopID();-                }-            }-            ImGui::PopButtonRepeat();--            // Store some info to display debug details below-            table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY());-            table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY());-            table_draw_list = ImGui::GetWindowDrawList();-            ImGui::EndTable();-        }-        static bool show_debug_details = false;-        ImGui::Checkbox("Debug details", &show_debug_details);-        if (show_debug_details && table_draw_list)-        {-            ImGui::SameLine(0.0f, 0.0f);-            const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size;-            if (table_draw_list == parent_draw_list)-                ImGui::Text(": DrawCmd: +%d (in same window)",-                    table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count);-            else-                ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)",-                    table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y);-        }-        ImGui::TreePop();-    }--    ImGui::PopID();--    ShowDemoWindowColumns();--    if (disable_indent)-        ImGui::PopStyleVar();-}--// Demonstrate old/legacy Columns API!-// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]-static void ShowDemoWindowColumns()-{-    IMGUI_DEMO_MARKER("Columns (legacy API)");-    bool open = ImGui::TreeNode("Legacy Columns API");-    ImGui::SameLine();-    HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!");-    if (!open)-        return;--    // Basic columns-    IMGUI_DEMO_MARKER("Columns (legacy API)/Basic");-    if (ImGui::TreeNode("Basic"))-    {-        ImGui::Text("Without border:");-        ImGui::Columns(3, "mycolumns3", false);  // 3-ways, no border-        ImGui::Separator();-        for (int n = 0; n < 14; n++)-        {-            char label[32];-            sprintf(label, "Item %d", n);-            if (ImGui::Selectable(label)) {}-            //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {}-            ImGui::NextColumn();-        }-        ImGui::Columns(1);-        ImGui::Separator();--        ImGui::Text("With border:");-        ImGui::Columns(4, "mycolumns"); // 4-ways, with border-        ImGui::Separator();-        ImGui::Text("ID"); ImGui::NextColumn();-        ImGui::Text("Name"); ImGui::NextColumn();-        ImGui::Text("Path"); ImGui::NextColumn();-        ImGui::Text("Hovered"); ImGui::NextColumn();-        ImGui::Separator();-        const char* names[3] = { "One", "Two", "Three" };-        const char* paths[3] = { "/path/one", "/path/two", "/path/three" };-        static int selected = -1;-        for (int i = 0; i < 3; i++)-        {-            char label[32];-            sprintf(label, "%04d", i);-            if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))-                selected = i;-            bool hovered = ImGui::IsItemHovered();-            ImGui::NextColumn();-            ImGui::Text(names[i]); ImGui::NextColumn();-            ImGui::Text(paths[i]); ImGui::NextColumn();-            ImGui::Text("%d", hovered); ImGui::NextColumn();-        }-        ImGui::Columns(1);-        ImGui::Separator();-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Columns (legacy API)/Borders");-    if (ImGui::TreeNode("Borders"))-    {-        // NB: Future columns API should allow automatic horizontal borders.-        static bool h_borders = true;-        static bool v_borders = true;-        static int columns_count = 4;-        const int lines_count = 3;-        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);-        ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns");-        if (columns_count < 2)-            columns_count = 2;-        ImGui::SameLine();-        ImGui::Checkbox("horizontal", &h_borders);-        ImGui::SameLine();-        ImGui::Checkbox("vertical", &v_borders);-        ImGui::Columns(columns_count, NULL, v_borders);-        for (int i = 0; i < columns_count * lines_count; i++)-        {-            if (h_borders && ImGui::GetColumnIndex() == 0)-                ImGui::Separator();-            ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i);-            ImGui::Text("Width %.2f", ImGui::GetColumnWidth());-            ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);-            ImGui::Text("Offset %.2f", ImGui::GetColumnOffset());-            ImGui::Text("Long text that is likely to clip");-            ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f));-            ImGui::NextColumn();-        }-        ImGui::Columns(1);-        if (h_borders)-            ImGui::Separator();-        ImGui::TreePop();-    }--    // Create multiple items in a same cell before switching to next column-    IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items");-    if (ImGui::TreeNode("Mixed items"))-    {-        ImGui::Columns(3, "mixed");-        ImGui::Separator();--        ImGui::Text("Hello");-        ImGui::Button("Banana");-        ImGui::NextColumn();--        ImGui::Text("ImGui");-        ImGui::Button("Apple");-        static float foo = 1.0f;-        ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f");-        ImGui::Text("An extra line here.");-        ImGui::NextColumn();--        ImGui::Text("Sailor");-        ImGui::Button("Corniflower");-        static float bar = 1.0f;-        ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f");-        ImGui::NextColumn();--        if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();-        if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();-        if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();-        ImGui::Columns(1);-        ImGui::Separator();-        ImGui::TreePop();-    }--    // Word wrapping-    IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping");-    if (ImGui::TreeNode("Word-wrapping"))-    {-        ImGui::Columns(2, "word-wrapping");-        ImGui::Separator();-        ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");-        ImGui::TextWrapped("Hello Left");-        ImGui::NextColumn();-        ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");-        ImGui::TextWrapped("Hello Right");-        ImGui::Columns(1);-        ImGui::Separator();-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling");-    if (ImGui::TreeNode("Horizontal Scrolling"))-    {-        ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));-        ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f);-        ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar);-        ImGui::Columns(10);--        // Also demonstrate using clipper for large vertical lists-        int ITEMS_COUNT = 2000;-        ImGuiListClipper clipper;-        clipper.Begin(ITEMS_COUNT);-        while (clipper.Step())-        {-            for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)-                for (int j = 0; j < 10; j++)-                {-                    ImGui::Text("Line %d Column %d...", i, j);-                    ImGui::NextColumn();-                }-        }-        ImGui::Columns(1);-        ImGui::EndChild();-        ImGui::TreePop();-    }--    IMGUI_DEMO_MARKER("Columns (legacy API)/Tree");-    if (ImGui::TreeNode("Tree"))-    {-        ImGui::Columns(2, "tree", true);-        for (int x = 0; x < 3; x++)-        {-            bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x);-            ImGui::NextColumn();-            ImGui::Text("Node contents");-            ImGui::NextColumn();-            if (open1)-            {-                for (int y = 0; y < 3; y++)-                {-                    bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y);-                    ImGui::NextColumn();-                    ImGui::Text("Node contents");-                    if (open2)-                    {-                        ImGui::Text("Even more contents");-                        if (ImGui::TreeNode("Tree in column"))-                        {-                            ImGui::Text("The quick brown fox jumps over the lazy dog");-                            ImGui::TreePop();-                        }-                    }-                    ImGui::NextColumn();-                    if (open2)-                        ImGui::TreePop();-                }-                ImGui::TreePop();-            }-        }-        ImGui::Columns(1);-        ImGui::TreePop();-    }--    ImGui::TreePop();-}--namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); }--static void ShowDemoWindowMisc()-{-    IMGUI_DEMO_MARKER("Filtering");-    if (ImGui::CollapsingHeader("Filtering"))-    {-        // Helper class to easy setup a text filter.-        // You may want to implement a more feature-full filtering scheme in your own application.-        static ImGuiTextFilter filter;-        ImGui::Text("Filter usage:\n"-                    "  \"\"         display all lines\n"-                    "  \"xxx\"      display lines containing \"xxx\"\n"-                    "  \"xxx,yyy\"  display lines containing \"xxx\" or \"yyy\"\n"-                    "  \"-xxx\"     hide lines containing \"xxx\"");-        filter.Draw();-        const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };-        for (int i = 0; i < IM_ARRAYSIZE(lines); i++)-            if (filter.PassFilter(lines[i]))-                ImGui::BulletText("%s", lines[i]);-    }--    IMGUI_DEMO_MARKER("Inputs, Navigation & Focus");-    if (ImGui::CollapsingHeader("Inputs, Navigation & Focus"))-    {-        ImGuiIO& io = ImGui::GetIO();--        // Display ImGuiIO output flags-        IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Output");-        ImGui::SetNextItemOpen(true, ImGuiCond_Once);-        if (ImGui::TreeNode("Output"))-        {-            ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);-            ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);-            ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);-            ImGui::Text("io.WantTextInput: %d", io.WantTextInput);-            ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos);-            ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible);-            ImGui::TreePop();-        }--        // Display Mouse state-        IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State");-        if (ImGui::TreeNode("Mouse State"))-        {-            if (ImGui::IsMousePosValid())-                ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);-            else-                ImGui::Text("Mouse pos: <INVALID>");-            ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);--            int count = IM_ARRAYSIZE(io.MouseDown);-            ImGui::Text("Mouse down:");         for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i))      { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }-            ImGui::Text("Mouse clicked:");      for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i))   { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); }-            ImGui::Text("Mouse released:");     for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i))  { ImGui::SameLine(); ImGui::Text("b%d", i); }-            ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);-            ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused-            ImGui::TreePop();-        }--        // Display Keyboard/Mouse state-        IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State");-        if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State"))-        {-            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends.-            // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.-#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO-            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };-            const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN;-#else-            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array-            const ImGuiKey key_first = 0;-            //ImGui::Text("Legacy raw:");       for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }-#endif-            ImGui::Text("Keys down:");          for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } }-            ImGui::Text("Keys pressed:");       for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }-            ImGui::Text("Keys released:");      for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } }-            ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");-            ImGui::Text("Chars queue:");        for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine();  ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.-            ImGui::Text("NavInputs down:");     for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f)              { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); }-            ImGui::Text("NavInputs pressed:");  for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); }--            // Draw an arbitrary US keyboard layout to visualize translated keys-            {-                const ImVec2 key_size = ImVec2(35.0f, 35.0f);-                const float  key_rounding = 3.0f;-                const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);-                const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);-                const float  key_face_rounding = 2.0f;-                const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);-                const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);-                const float  key_row_offset = 9.0f;--                ImVec2 board_min = ImGui::GetCursorScreenPos();-                ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);-                ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);--                struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };-                const KeyLayoutData keys_to_display[] =-                {-                    { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },-                    { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },-                    { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }-                };--                // Elements rendered manually via ImDrawList API are not clipped automatically.-                // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.-                ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y));-                if (ImGui::IsItemVisible())-                {-                    ImDrawList* draw_list = ImGui::GetWindowDrawList();-                    draw_list->PushClipRect(board_min, board_max, true);-                    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)-                    {-                        const KeyLayoutData* key_data = &keys_to_display[n];-                        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);-                        ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y);-                        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);-                        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);-                        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);-                        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);-                        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);-                        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);-                        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);-                        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);-                        if (ImGui::IsKeyDown(key_data->Key))-                            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);-                    }-                    draw_list->PopClipRect();-                }-            }-            ImGui::TreePop();-        }--        if (ImGui::TreeNode("Capture override"))-        {-            HelpMarker(-                "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "-                "to instruct your application of how to route inputs. Typically, when a value is true, it means "-                "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"-                "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "-                "and underlying application should ignore mouse inputs (in practice there are many and more subtle "-                "rules leading to how those flags are set).");--            ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);-            ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);-            ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);--            HelpMarker(-                "Hovering the colored canvas will override io.WantCaptureXXX fields.\n"-                "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking.");-            static int capture_override_mouse = -1;-            static int capture_override_keyboard = -1;-            const char* capture_override_desc[] = { "None", "Set to false", "Set to true" };-            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);-            ImGui::SliderInt("SetNextFrameWantCaptureMouse()", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp);-            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);-            ImGui::SliderInt("SetNextFrameWantCaptureKeyboard()", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp);--            ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(256.0f, 192.0f)); // Dummy item-            if (ImGui::IsItemHovered() && capture_override_mouse != -1)-                ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1);-            if (ImGui::IsItemHovered() && capture_override_keyboard != -1)-                ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1);-            -            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Tabbing");-        if (ImGui::TreeNode("Tabbing"))-        {-            ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");-            static char buf[32] = "hello";-            ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));-            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));-            ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));-            ImGui::PushAllowKeyboardFocus(false);-            ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));-            ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.");-            ImGui::PopAllowKeyboardFocus();-            ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Focus from code");-        if (ImGui::TreeNode("Focus from code"))-        {-            bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();-            bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();-            bool focus_3 = ImGui::Button("Focus on 3");-            int has_focus = 0;-            static char buf[128] = "click on a button to set focus";--            if (focus_1) ImGui::SetKeyboardFocusHere();-            ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));-            if (ImGui::IsItemActive()) has_focus = 1;--            if (focus_2) ImGui::SetKeyboardFocusHere();-            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));-            if (ImGui::IsItemActive()) has_focus = 2;--            ImGui::PushAllowKeyboardFocus(false);-            if (focus_3) ImGui::SetKeyboardFocusHere();-            ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));-            if (ImGui::IsItemActive()) has_focus = 3;-            ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.");-            ImGui::PopAllowKeyboardFocus();--            if (has_focus)-                ImGui::Text("Item with focus: %d", has_focus);-            else-                ImGui::Text("Item with focus: <none>");--            // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item-            static float f3[3] = { 0.0f, 0.0f, 0.0f };-            int focus_ahead = -1;-            if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine();-            if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine();-            if (ImGui::Button("Focus on Z")) { focus_ahead = 2; }-            if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);-            ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f);--            ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code.");-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Dragging");-        if (ImGui::TreeNode("Dragging"))-        {-            ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");-            for (int button = 0; button < 3; button++)-            {-                ImGui::Text("IsMouseDragging(%d):", button);-                ImGui::Text("  w/ default threshold: %d,", ImGui::IsMouseDragging(button));-                ImGui::Text("  w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f));-                ImGui::Text("  w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f));-            }--            ImGui::Button("Drag Me");-            if (ImGui::IsItemActive())-                ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor--            // Drag operations gets "unlocked" when the mouse has moved past a certain threshold-            // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher-            // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta().-            ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);-            ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);-            ImVec2 mouse_delta = io.MouseDelta;-            ImGui::Text("GetMouseDragDelta(0):");-            ImGui::Text("  w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y);-            ImGui::Text("  w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y);-            ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y);-            ImGui::TreePop();-        }--        IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse cursors");-        if (ImGui::TreeNode("Mouse cursors"))-        {-            const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };-            IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);--            ImGuiMouseCursor current = ImGui::GetMouseCursor();-            ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);-            ImGui::Text("Hover to see mouse cursors:");-            ImGui::SameLine(); HelpMarker(-                "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "-                "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "-                "otherwise your backend needs to handle it.");-            for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)-            {-                char label[32];-                sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);-                ImGui::Bullet(); ImGui::Selectable(label, false);-                if (ImGui::IsItemHovered())-                    ImGui::SetMouseCursor(i);-            }-            ImGui::TreePop();-        }-    }-}--//------------------------------------------------------------------------------// [SECTION] About Window / ShowAboutWindow()-// Access from Dear ImGui Demo -> Tools -> About-//-------------------------------------------------------------------------------void ImGui::ShowAboutWindow(bool* p_open)-{-    if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize))-    {-        ImGui::End();-        return;-    }-    IMGUI_DEMO_MARKER("Tools/About Dear ImGui");-    ImGui::Text("Dear ImGui %s", ImGui::GetVersion());-    ImGui::Separator();-    ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");-    ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");--    static bool show_config_info = false;-    ImGui::Checkbox("Config/Build Information", &show_config_info);-    if (show_config_info)-    {-        ImGuiIO& io = ImGui::GetIO();-        ImGuiStyle& style = ImGui::GetStyle();--        bool copy_to_clipboard = ImGui::Button("Copy to clipboard");-        ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18);-        ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove);-        if (copy_to_clipboard)-        {-            ImGui::LogToClipboard();-            ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub-        }--        ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);-        ImGui::Separator();-        ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert));-        ImGui::Text("define: __cplusplus=%d", (int)__cplusplus);-#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS-        ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");-#endif-#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO-        ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");-#endif-#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS-        ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");-#endif-#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS-        ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS");-#endif-#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS-        ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");-#endif-#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS-        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS");-#endif-#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS-        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS");-#endif-#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS-        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS");-#endif-#ifdef IMGUI_DISABLE_FILE_FUNCTIONS-        ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS");-#endif-#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS-        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS");-#endif-#ifdef IMGUI_USE_BGRA_PACKED_COLOR-        ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR");-#endif-#ifdef _WIN32-        ImGui::Text("define: _WIN32");-#endif-#ifdef _WIN64-        ImGui::Text("define: _WIN64");-#endif-#ifdef __linux__-        ImGui::Text("define: __linux__");-#endif-#ifdef __APPLE__-        ImGui::Text("define: __APPLE__");-#endif-#ifdef _MSC_VER-        ImGui::Text("define: _MSC_VER=%d", _MSC_VER);-#endif-#ifdef _MSVC_LANG-        ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG);-#endif-#ifdef __MINGW32__-        ImGui::Text("define: __MINGW32__");-#endif-#ifdef __MINGW64__-        ImGui::Text("define: __MINGW64__");-#endif-#ifdef __GNUC__-        ImGui::Text("define: __GNUC__=%d", (int)__GNUC__);-#endif-#ifdef __clang_version__-        ImGui::Text("define: __clang_version__=%s", __clang_version__);-#endif-        ImGui::Separator();-        ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");-        ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");-        ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags);-        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)        ImGui::Text(" NavEnableKeyboard");-        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)         ImGui::Text(" NavEnableGamepad");-        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)     ImGui::Text(" NavEnableSetMousePos");-        if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)     ImGui::Text(" NavNoCaptureKeyboard");-        if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)                  ImGui::Text(" NoMouse");-        if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)      ImGui::Text(" NoMouseCursorChange");-        if (io.MouseDrawCursor)                                         ImGui::Text("io.MouseDrawCursor");-        if (io.ConfigMacOSXBehaviors)                                   ImGui::Text("io.ConfigMacOSXBehaviors");-        if (io.ConfigInputTextCursorBlink)                              ImGui::Text("io.ConfigInputTextCursorBlink");-        if (io.ConfigWindowsResizeFromEdges)                            ImGui::Text("io.ConfigWindowsResizeFromEdges");-        if (io.ConfigWindowsMoveFromTitleBarOnly)                       ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly");-        if (io.ConfigMemoryCompactTimer >= 0.0f)                        ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer);-        ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags);-        if (io.BackendFlags & ImGuiBackendFlags_HasGamepad)             ImGui::Text(" HasGamepad");-        if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)        ImGui::Text(" HasMouseCursors");-        if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)         ImGui::Text(" HasSetMousePos");-        if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)   ImGui::Text(" RendererHasVtxOffset");-        ImGui::Separator();-        ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);-        ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);-        ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);-        ImGui::Separator();-        ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y);-        ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize);-        ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y);-        ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding);-        ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize);-        ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y);-        ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y);--        if (copy_to_clipboard)-        {-            ImGui::LogText("\n```\n");-            ImGui::LogFinish();-        }-        ImGui::EndChildFrame();-    }-    ImGui::End();-}--//------------------------------------------------------------------------------// [SECTION] Style Editor / ShowStyleEditor()-//------------------------------------------------------------------------------// - ShowFontSelector()-// - ShowStyleSelector()-// - ShowStyleEditor()-//-------------------------------------------------------------------------------// Forward declare ShowFontAtlas() which isn't worth putting in public API yet-namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }--// Demo helper function to select among loaded fonts.-// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.-void ImGui::ShowFontSelector(const char* label)-{-    ImGuiIO& io = ImGui::GetIO();-    ImFont* font_current = ImGui::GetFont();-    if (ImGui::BeginCombo(label, font_current->GetDebugName()))-    {-        for (int n = 0; n < io.Fonts->Fonts.Size; n++)-        {-            ImFont* font = io.Fonts->Fonts[n];-            ImGui::PushID((void*)font);-            if (ImGui::Selectable(font->GetDebugName(), font == font_current))-                io.FontDefault = font;-            ImGui::PopID();-        }-        ImGui::EndCombo();-    }-    ImGui::SameLine();-    HelpMarker(-        "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"-        "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"-        "- Read FAQ and docs/FONTS.md for more details.\n"-        "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");-}--// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.-// Here we use the simplified Combo() api that packs items into a single literal string.-// Useful for quick combo boxes where the choices are known locally.-bool ImGui::ShowStyleSelector(const char* label)-{-    static int style_idx = -1;-    if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0"))-    {-        switch (style_idx)-        {-        case 0: ImGui::StyleColorsDark(); break;-        case 1: ImGui::StyleColorsLight(); break;-        case 2: ImGui::StyleColorsClassic(); break;-        }-        return true;-    }-    return false;-}--void ImGui::ShowStyleEditor(ImGuiStyle* ref)-{-    IMGUI_DEMO_MARKER("Tools/Style Editor");-    // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to-    // (without a reference style pointer, we will use one compared locally as a reference)-    ImGuiStyle& style = ImGui::GetStyle();-    static ImGuiStyle ref_saved_style;--    // Default to using internal storage as reference-    static bool init = true;-    if (init && ref == NULL)-        ref_saved_style = style;-    init = false;-    if (ref == NULL)-        ref = &ref_saved_style;--    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f);--    if (ImGui::ShowStyleSelector("Colors##Selector"))-        ref_saved_style = style;-    ImGui::ShowFontSelector("Fonts##Selector");--    // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)-    if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))-        style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding-    { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }-    ImGui::SameLine();-    { bool border = (style.FrameBorderSize > 0.0f);  if (ImGui::Checkbox("FrameBorder",  &border)) { style.FrameBorderSize  = border ? 1.0f : 0.0f; } }-    ImGui::SameLine();-    { bool border = (style.PopupBorderSize > 0.0f);  if (ImGui::Checkbox("PopupBorder",  &border)) { style.PopupBorderSize  = border ? 1.0f : 0.0f; } }--    // Save/Revert button-    if (ImGui::Button("Save Ref"))-        *ref = ref_saved_style = style;-    ImGui::SameLine();-    if (ImGui::Button("Revert Ref"))-        style = *ref;-    ImGui::SameLine();-    HelpMarker(-        "Save/Revert in local non-persistent storage. Default Colors definition are not affected. "-        "Use \"Export\" below to save them somewhere.");--    ImGui::Separator();--    if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None))-    {-        if (ImGui::BeginTabItem("Sizes"))-        {-            ImGui::Text("Main");-            ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");-            ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");-            ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");-            ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");-            ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");-            ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");-            ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");-            ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");-            ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");-            ImGui::Text("Borders");-            ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");-            ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");-            ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");-            ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");-            ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");-            ImGui::Text("Rounding");-            ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");-            ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");-            ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");-            ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");-            ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");-            ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");-            ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");-            ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");-            ImGui::Text("Alignment");-            ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");-            int window_menu_button_position = style.WindowMenuButtonPosition + 1;-            if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0"))-                style.WindowMenuButtonPosition = window_menu_button_position - 1;-            ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");-            ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f");-            ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");-            ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f");-            ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");-            ImGui::Text("Safe Area Padding");-            ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");-            ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f");-            ImGui::EndTabItem();-        }--        if (ImGui::BeginTabItem("Colors"))-        {-            static int output_dest = 0;-            static bool output_only_modified = true;-            if (ImGui::Button("Export"))-            {-                if (output_dest == 0)-                    ImGui::LogToClipboard();-                else-                    ImGui::LogToTTY();-                ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);-                for (int i = 0; i < ImGuiCol_COUNT; i++)-                {-                    const ImVec4& col = style.Colors[i];-                    const char* name = ImGui::GetStyleColorName(i);-                    if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)-                        ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE,-                            name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);-                }-                ImGui::LogFinish();-            }-            ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");-            ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);--            static ImGuiTextFilter filter;-            filter.Draw("Filter colors", ImGui::GetFontSize() * 16);--            static ImGuiColorEditFlags alpha_flags = 0;-            if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None))             { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine();-            if (ImGui::RadioButton("Alpha",  alpha_flags == ImGuiColorEditFlags_AlphaPreview))     { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();-            if (ImGui::RadioButton("Both",   alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();-            HelpMarker(-                "In the color list:\n"-                "Left-click on color square to open color picker,\n"-                "Right-click to open edit options menu.");--            ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);-            ImGui::PushItemWidth(-160);-            for (int i = 0; i < ImGuiCol_COUNT; i++)-            {-                const char* name = ImGui::GetStyleColorName(i);-                if (!filter.PassFilter(name))-                    continue;-                ImGui::PushID(i);-                ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);-                if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)-                {-                    // Tips: in a real user application, you may want to merge and use an icon font into the main font,-                    // so instead of "Save"/"Revert" you'd use icons!-                    // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient!-                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; }-                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; }-                }-                ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);-                ImGui::TextUnformatted(name);-                ImGui::PopID();-            }-            ImGui::PopItemWidth();-            ImGui::EndChild();--            ImGui::EndTabItem();-        }--        if (ImGui::BeginTabItem("Fonts"))-        {-            ImGuiIO& io = ImGui::GetIO();-            ImFontAtlas* atlas = io.Fonts;-            HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");-            ImGui::ShowFontAtlas(atlas);--            // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.-            // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).-            const float MIN_SCALE = 0.3f;-            const float MAX_SCALE = 2.0f;-            HelpMarker(-                "Those are old settings provided for convenience.\n"-                "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, "-                "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"-                "Using those settings here will give you poor quality results.");-            static float window_scale = 1.0f;-            ImGui::PushItemWidth(ImGui::GetFontSize() * 8);-            if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window-                ImGui::SetWindowFontScale(window_scale);-            ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything-            ImGui::PopItemWidth();--            ImGui::EndTabItem();-        }--        if (ImGui::BeginTabItem("Rendering"))-        {-            ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);-            ImGui::SameLine();-            HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");--            ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);-            ImGui::SameLine();-            HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");--            ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);-            ImGui::PushItemWidth(ImGui::GetFontSize() * 8);-            ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");-            if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;--            // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.-            ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);-            if (ImGui::IsItemActive())-            {-                ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());-                ImGui::BeginTooltip();-                ImGui::TextUnformatted("(R = radius, N = number of segments)");-                ImGui::Spacing();-                ImDrawList* draw_list = ImGui::GetWindowDrawList();-                const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x;-                for (int n = 0; n < 8; n++)-                {-                    const float RAD_MIN = 5.0f;-                    const float RAD_MAX = 70.0f;-                    const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);--                    ImGui::BeginGroup();--                    ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));--                    const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);-                    const float offset_x     = floorf(canvas_width * 0.5f);-                    const float offset_y     = floorf(RAD_MAX);--                    const ImVec2 p1 = ImGui::GetCursorScreenPos();-                    draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));-                    ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));--                    /*-                    const ImVec2 p2 = ImGui::GetCursorScreenPos();-                    draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));-                    ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));-                    */--                    ImGui::EndGroup();-                    ImGui::SameLine();-                }-                ImGui::EndTooltip();-            }-            ImGui::SameLine();-            HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically.");--            ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.-            ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).");-            ImGui::PopItemWidth();--            ImGui::EndTabItem();-        }--        ImGui::EndTabBar();-    }--    ImGui::PopItemWidth();-}--//------------------------------------------------------------------------------// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()-//------------------------------------------------------------------------------// - ShowExampleAppMainMenuBar()-// - ShowExampleMenuFile()-//-------------------------------------------------------------------------------// Demonstrate creating a "main" fullscreen menu bar and populating it.-// Note the difference between BeginMainMenuBar() and BeginMenuBar():-// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!)-// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it.-static void ShowExampleAppMainMenuBar()-{-    if (ImGui::BeginMainMenuBar())-    {-        if (ImGui::BeginMenu("File"))-        {-            ShowExampleMenuFile();-            ImGui::EndMenu();-        }-        if (ImGui::BeginMenu("Edit"))-        {-            if (ImGui::MenuItem("Undo", "CTRL+Z")) {}-            if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {}  // Disabled item-            ImGui::Separator();-            if (ImGui::MenuItem("Cut", "CTRL+X")) {}-            if (ImGui::MenuItem("Copy", "CTRL+C")) {}-            if (ImGui::MenuItem("Paste", "CTRL+V")) {}-            ImGui::EndMenu();-        }-        ImGui::EndMainMenuBar();-    }-}--// Note that shortcuts are currently provided for display only-// (future version will add explicit flags to BeginMenu() to request processing shortcuts)-static void ShowExampleMenuFile()-{-    IMGUI_DEMO_MARKER("Examples/Menu");-    ImGui::MenuItem("(demo menu)", NULL, false, false);-    if (ImGui::MenuItem("New")) {}-    if (ImGui::MenuItem("Open", "Ctrl+O")) {}-    if (ImGui::BeginMenu("Open Recent"))-    {-        ImGui::MenuItem("fish_hat.c");-        ImGui::MenuItem("fish_hat.inl");-        ImGui::MenuItem("fish_hat.h");-        if (ImGui::BeginMenu("More.."))-        {-            ImGui::MenuItem("Hello");-            ImGui::MenuItem("Sailor");-            if (ImGui::BeginMenu("Recurse.."))-            {-                ShowExampleMenuFile();-                ImGui::EndMenu();-            }-            ImGui::EndMenu();-        }-        ImGui::EndMenu();-    }-    if (ImGui::MenuItem("Save", "Ctrl+S")) {}-    if (ImGui::MenuItem("Save As..")) {}--    ImGui::Separator();-    IMGUI_DEMO_MARKER("Examples/Menu/Options");-    if (ImGui::BeginMenu("Options"))-    {-        static bool enabled = true;-        ImGui::MenuItem("Enabled", "", &enabled);-        ImGui::BeginChild("child", ImVec2(0, 60), true);-        for (int i = 0; i < 10; i++)-            ImGui::Text("Scrolling Text %d", i);-        ImGui::EndChild();-        static float f = 0.5f;-        static int n = 0;-        ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);-        ImGui::InputFloat("Input", &f, 0.1f);-        ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");-        ImGui::EndMenu();-    }--    IMGUI_DEMO_MARKER("Examples/Menu/Colors");-    if (ImGui::BeginMenu("Colors"))-    {-        float sz = ImGui::GetTextLineHeight();-        for (int i = 0; i < ImGuiCol_COUNT; i++)-        {-            const char* name = ImGui::GetStyleColorName((ImGuiCol)i);-            ImVec2 p = ImGui::GetCursorScreenPos();-            ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i));-            ImGui::Dummy(ImVec2(sz, sz));-            ImGui::SameLine();-            ImGui::MenuItem(name);-        }-        ImGui::EndMenu();-    }--    // Here we demonstrate appending again to the "Options" menu (which we already created above)-    // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice.-    // In a real code-base using it would make senses to use this feature from very different code locations.-    if (ImGui::BeginMenu("Options")) // <-- Append!-    {-        IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu");-        static bool b = true;-        ImGui::Checkbox("SomeOption", &b);-        ImGui::EndMenu();-    }--    if (ImGui::BeginMenu("Disabled", false)) // Disabled-    {-        IM_ASSERT(0);-    }-    if (ImGui::MenuItem("Checked", NULL, true)) {}-    if (ImGui::MenuItem("Quit", "Alt+F4")) {}-}--//------------------------------------------------------------------------------// [SECTION] Example App: Debug Console / ShowExampleAppConsole()-//-------------------------------------------------------------------------------// Demonstrate creating a simple console window, with scrolling, filtering, completion and history.-// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions.-struct ExampleAppConsole-{-    char                  InputBuf[256];-    ImVector<char*>       Items;-    ImVector<const char*> Commands;-    ImVector<char*>       History;-    int                   HistoryPos;    // -1: new line, 0..History.Size-1 browsing history.-    ImGuiTextFilter       Filter;-    bool                  AutoScroll;-    bool                  ScrollToBottom;--    ExampleAppConsole()-    {-        IMGUI_DEMO_MARKER("Examples/Console");-        ClearLog();-        memset(InputBuf, 0, sizeof(InputBuf));-        HistoryPos = -1;--        // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches.-        Commands.push_back("HELP");-        Commands.push_back("HISTORY");-        Commands.push_back("CLEAR");-        Commands.push_back("CLASSIFY");-        AutoScroll = true;-        ScrollToBottom = false;-        AddLog("Welcome to Dear ImGui!");-    }-    ~ExampleAppConsole()-    {-        ClearLog();-        for (int i = 0; i < History.Size; i++)-            free(History[i]);-    }--    // Portable helpers-    static int   Stricmp(const char* s1, const char* s2)         { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; }-    static int   Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; }-    static char* Strdup(const char* s)                           { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); }-    static void  Strtrim(char* s)                                { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; }--    void    ClearLog()-    {-        for (int i = 0; i < Items.Size; i++)-            free(Items[i]);-        Items.clear();-    }--    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)-    {-        // FIXME-OPT-        char buf[1024];-        va_list args;-        va_start(args, fmt);-        vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);-        buf[IM_ARRAYSIZE(buf)-1] = 0;-        va_end(args);-        Items.push_back(Strdup(buf));-    }--    void    Draw(const char* title, bool* p_open)-    {-        ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);-        if (!ImGui::Begin(title, p_open))-        {-            ImGui::End();-            return;-        }--        // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar.-        // So e.g. IsItemHovered() will return true when hovering the title bar.-        // Here we create a context menu only available from the title bar.-        if (ImGui::BeginPopupContextItem())-        {-            if (ImGui::MenuItem("Close Console"))-                *p_open = false;-            ImGui::EndPopup();-        }--        ImGui::TextWrapped(-            "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate "-            "implementation may want to store entries along with extra data such as timestamp, emitter, etc.");-        ImGui::TextWrapped("Enter 'HELP' for help.");--        // TODO: display items starting from the bottom--        if (ImGui::SmallButton("Add Debug Text"))  { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); }-        ImGui::SameLine();-        if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); }-        ImGui::SameLine();-        if (ImGui::SmallButton("Clear"))           { ClearLog(); }-        ImGui::SameLine();-        bool copy_to_clipboard = ImGui::SmallButton("Copy");-        //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }--        ImGui::Separator();--        // Options menu-        if (ImGui::BeginPopup("Options"))-        {-            ImGui::Checkbox("Auto-scroll", &AutoScroll);-            ImGui::EndPopup();-        }--        // Options, Filter-        if (ImGui::Button("Options"))-            ImGui::OpenPopup("Options");-        ImGui::SameLine();-        Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);-        ImGui::Separator();--        // Reserve enough left-over height for 1 separator + 1 input text-        const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();-        ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar);-        if (ImGui::BeginPopupContextWindow())-        {-            if (ImGui::Selectable("Clear")) ClearLog();-            ImGui::EndPopup();-        }--        // Display every line as a separate entry so we can change their color or add custom widgets.-        // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());-        // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping-        // to only process visible items. The clipper will automatically measure the height of your first item and then-        // "seek" to display only items in the visible area.-        // To use the clipper we can replace your standard loop:-        //      for (int i = 0; i < Items.Size; i++)-        //   With:-        //      ImGuiListClipper clipper;-        //      clipper.Begin(Items.Size);-        //      while (clipper.Step())-        //         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)-        // - That your items are evenly spaced (same height)-        // - That you have cheap random access to your elements (you can access them given their index,-        //   without processing all the ones before)-        // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.-        // We would need random-access on the post-filtered list.-        // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices-        // or offsets of items that passed the filtering test, recomputing this array when user changes the filter,-        // and appending newly elements as they are inserted. This is left as a task to the user until we can manage-        // to improve this example code!-        // If your items are of variable height:-        // - Split them into same height items would be simpler and facilitate random-seeking into your list.-        // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.-        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing-        if (copy_to_clipboard)-            ImGui::LogToClipboard();-        for (int i = 0; i < Items.Size; i++)-        {-            const char* item = Items[i];-            if (!Filter.PassFilter(item))-                continue;--            // Normally you would store more information in your item than just a string.-            // (e.g. make Items[] an array of structure, store color/type etc.)-            ImVec4 color;-            bool has_color = false;-            if (strstr(item, "[error]"))          { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }-            else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }-            if (has_color)-                ImGui::PushStyleColor(ImGuiCol_Text, color);-            ImGui::TextUnformatted(item);-            if (has_color)-                ImGui::PopStyleColor();-        }-        if (copy_to_clipboard)-            ImGui::LogFinish();--        if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))-            ImGui::SetScrollHereY(1.0f);-        ScrollToBottom = false;--        ImGui::PopStyleVar();-        ImGui::EndChild();-        ImGui::Separator();--        // Command-line-        bool reclaim_focus = false;-        ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;-        if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))-        {-            char* s = InputBuf;-            Strtrim(s);-            if (s[0])-                ExecCommand(s);-            strcpy(s, "");-            reclaim_focus = true;-        }--        // Auto-focus on window apparition-        ImGui::SetItemDefaultFocus();-        if (reclaim_focus)-            ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget--        ImGui::End();-    }--    void    ExecCommand(const char* command_line)-    {-        AddLog("# %s\n", command_line);--        // Insert into history. First find match and delete it so it can be pushed to the back.-        // This isn't trying to be smart or optimal.-        HistoryPos = -1;-        for (int i = History.Size - 1; i >= 0; i--)-            if (Stricmp(History[i], command_line) == 0)-            {-                free(History[i]);-                History.erase(History.begin() + i);-                break;-            }-        History.push_back(Strdup(command_line));--        // Process command-        if (Stricmp(command_line, "CLEAR") == 0)-        {-            ClearLog();-        }-        else if (Stricmp(command_line, "HELP") == 0)-        {-            AddLog("Commands:");-            for (int i = 0; i < Commands.Size; i++)-                AddLog("- %s", Commands[i]);-        }-        else if (Stricmp(command_line, "HISTORY") == 0)-        {-            int first = History.Size - 10;-            for (int i = first > 0 ? first : 0; i < History.Size; i++)-                AddLog("%3d: %s\n", i, History[i]);-        }-        else-        {-            AddLog("Unknown command: '%s'\n", command_line);-        }--        // On command input, we scroll to bottom even if AutoScroll==false-        ScrollToBottom = true;-    }--    // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks-    static int TextEditCallbackStub(ImGuiInputTextCallbackData* data)-    {-        ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;-        return console->TextEditCallback(data);-    }--    int     TextEditCallback(ImGuiInputTextCallbackData* data)-    {-        //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);-        switch (data->EventFlag)-        {-        case ImGuiInputTextFlags_CallbackCompletion:-            {-                // Example of TEXT COMPLETION--                // Locate beginning of current word-                const char* word_end = data->Buf + data->CursorPos;-                const char* word_start = word_end;-                while (word_start > data->Buf)-                {-                    const char c = word_start[-1];-                    if (c == ' ' || c == '\t' || c == ',' || c == ';')-                        break;-                    word_start--;-                }--                // Build a list of candidates-                ImVector<const char*> candidates;-                for (int i = 0; i < Commands.Size; i++)-                    if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0)-                        candidates.push_back(Commands[i]);--                if (candidates.Size == 0)-                {-                    // No match-                    AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start);-                }-                else if (candidates.Size == 1)-                {-                    // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing.-                    data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));-                    data->InsertChars(data->CursorPos, candidates[0]);-                    data->InsertChars(data->CursorPos, " ");-                }-                else-                {-                    // Multiple matches. Complete as much as we can..-                    // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.-                    int match_len = (int)(word_end - word_start);-                    for (;;)-                    {-                        int c = 0;-                        bool all_candidates_matches = true;-                        for (int i = 0; i < candidates.Size && all_candidates_matches; i++)-                            if (i == 0)-                                c = toupper(candidates[i][match_len]);-                            else if (c == 0 || c != toupper(candidates[i][match_len]))-                                all_candidates_matches = false;-                        if (!all_candidates_matches)-                            break;-                        match_len++;-                    }--                    if (match_len > 0)-                    {-                        data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));-                        data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);-                    }--                    // List matches-                    AddLog("Possible matches:\n");-                    for (int i = 0; i < candidates.Size; i++)-                        AddLog("- %s\n", candidates[i]);-                }--                break;-            }-        case ImGuiInputTextFlags_CallbackHistory:-            {-                // Example of HISTORY-                const int prev_history_pos = HistoryPos;-                if (data->EventKey == ImGuiKey_UpArrow)-                {-                    if (HistoryPos == -1)-                        HistoryPos = History.Size - 1;-                    else if (HistoryPos > 0)-                        HistoryPos--;-                }-                else if (data->EventKey == ImGuiKey_DownArrow)-                {-                    if (HistoryPos != -1)-                        if (++HistoryPos >= History.Size)-                            HistoryPos = -1;-                }--                // A better implementation would preserve the data on the current input line along with cursor position.-                if (prev_history_pos != HistoryPos)-                {-                    const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : "";-                    data->DeleteChars(0, data->BufTextLen);-                    data->InsertChars(0, history_str);-                }-            }-        }-        return 0;-    }-};--static void ShowExampleAppConsole(bool* p_open)-{-    static ExampleAppConsole console;-    console.Draw("Example: Console", p_open);-}--//------------------------------------------------------------------------------// [SECTION] Example App: Debug Log / ShowExampleAppLog()-//-------------------------------------------------------------------------------// Usage:-//  static ExampleAppLog my_log;-//  my_log.AddLog("Hello %d world\n", 123);-//  my_log.Draw("title");-struct ExampleAppLog-{-    ImGuiTextBuffer     Buf;-    ImGuiTextFilter     Filter;-    ImVector<int>       LineOffsets; // Index to lines offset. We maintain this with AddLog() calls.-    bool                AutoScroll;  // Keep scrolling if already at the bottom.--    ExampleAppLog()-    {-        AutoScroll = true;-        Clear();-    }--    void    Clear()-    {-        Buf.clear();-        LineOffsets.clear();-        LineOffsets.push_back(0);-    }--    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)-    {-        int old_size = Buf.size();-        va_list args;-        va_start(args, fmt);-        Buf.appendfv(fmt, args);-        va_end(args);-        for (int new_size = Buf.size(); old_size < new_size; old_size++)-            if (Buf[old_size] == '\n')-                LineOffsets.push_back(old_size + 1);-    }--    void    Draw(const char* title, bool* p_open = NULL)-    {-        if (!ImGui::Begin(title, p_open))-        {-            ImGui::End();-            return;-        }--        // Options menu-        if (ImGui::BeginPopup("Options"))-        {-            ImGui::Checkbox("Auto-scroll", &AutoScroll);-            ImGui::EndPopup();-        }--        // Main window-        if (ImGui::Button("Options"))-            ImGui::OpenPopup("Options");-        ImGui::SameLine();-        bool clear = ImGui::Button("Clear");-        ImGui::SameLine();-        bool copy = ImGui::Button("Copy");-        ImGui::SameLine();-        Filter.Draw("Filter", -100.0f);--        ImGui::Separator();-        ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);--        if (clear)-            Clear();-        if (copy)-            ImGui::LogToClipboard();--        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));-        const char* buf = Buf.begin();-        const char* buf_end = Buf.end();-        if (Filter.IsActive())-        {-            // In this example we don't use the clipper when Filter is enabled.-            // This is because we don't have a random access on the result on our filter.-            // A real application processing logs with ten of thousands of entries may want to store the result of-            // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).-            for (int line_no = 0; line_no < LineOffsets.Size; line_no++)-            {-                const char* line_start = buf + LineOffsets[line_no];-                const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;-                if (Filter.PassFilter(line_start, line_end))-                    ImGui::TextUnformatted(line_start, line_end);-            }-        }-        else-        {-            // The simplest and easy way to display the entire buffer:-            //   ImGui::TextUnformatted(buf_begin, buf_end);-            // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward-            // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are-            // within the visible area.-            // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them-            // on your side is recommended. Using ImGuiListClipper requires-            // - A) random access into your data-            // - B) items all being the  same height,-            // both of which we can handle since we an array pointing to the beginning of each line of text.-            // When using the filter (in the block of code above) we don't have random access into the data to display-            // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make-            // it possible (and would be recommended if you want to search through tens of thousands of entries).-            ImGuiListClipper clipper;-            clipper.Begin(LineOffsets.Size);-            while (clipper.Step())-            {-                for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)-                {-                    const char* line_start = buf + LineOffsets[line_no];-                    const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;-                    ImGui::TextUnformatted(line_start, line_end);-                }-            }-            clipper.End();-        }-        ImGui::PopStyleVar();--        if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())-            ImGui::SetScrollHereY(1.0f);--        ImGui::EndChild();-        ImGui::End();-    }-};--// Demonstrate creating a simple log window with basic filtering.-static void ShowExampleAppLog(bool* p_open)-{-    static ExampleAppLog log;--    // For the demo: add a debug button _BEFORE_ the normal log window contents-    // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window.-    // Most of the contents of the window will be added by the log.Draw() call.-    ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);-    ImGui::Begin("Example: Log", p_open);-    IMGUI_DEMO_MARKER("Examples/Log");-    if (ImGui::SmallButton("[Debug] Add 5 entries"))-    {-        static int counter = 0;-        const char* categories[3] = { "info", "warn", "error" };-        const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };-        for (int n = 0; n < 5; n++)-        {-            const char* category = categories[counter % IM_ARRAYSIZE(categories)];-            const char* word = words[counter % IM_ARRAYSIZE(words)];-            log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",-                ImGui::GetFrameCount(), category, ImGui::GetTime(), word);-            counter++;-        }-    }-    ImGui::End();--    // Actually call in the regular Log helper (which will Begin() into the same window as we just did)-    log.Draw("Example: Log", p_open);-}--//------------------------------------------------------------------------------// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()-//-------------------------------------------------------------------------------// Demonstrate create a window with multiple child windows.-static void ShowExampleAppLayout(bool* p_open)-{-    ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver);-    if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar))-    {-        IMGUI_DEMO_MARKER("Examples/Simple layout");-        if (ImGui::BeginMenuBar())-        {-            if (ImGui::BeginMenu("File"))-            {-                if (ImGui::MenuItem("Close")) *p_open = false;-                ImGui::EndMenu();-            }-            ImGui::EndMenuBar();-        }--        // Left-        static int selected = 0;-        {-            ImGui::BeginChild("left pane", ImVec2(150, 0), true);-            for (int i = 0; i < 100; i++)-            {-                // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav-                char label[128];-                sprintf(label, "MyObject %d", i);-                if (ImGui::Selectable(label, selected == i))-                    selected = i;-            }-            ImGui::EndChild();-        }-        ImGui::SameLine();--        // Right-        {-            ImGui::BeginGroup();-            ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us-            ImGui::Text("MyObject: %d", selected);-            ImGui::Separator();-            if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None))-            {-                if (ImGui::BeginTabItem("Description"))-                {-                    ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");-                    ImGui::EndTabItem();-                }-                if (ImGui::BeginTabItem("Details"))-                {-                    ImGui::Text("ID: 0123456789");-                    ImGui::EndTabItem();-                }-                ImGui::EndTabBar();-            }-            ImGui::EndChild();-            if (ImGui::Button("Revert")) {}-            ImGui::SameLine();-            if (ImGui::Button("Save")) {}-            ImGui::EndGroup();-        }-    }-    ImGui::End();-}--//------------------------------------------------------------------------------// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()-//-------------------------------------------------------------------------------static void ShowPlaceholderObject(const char* prefix, int uid)-{-    // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.-    ImGui::PushID(uid);--    // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high.-    ImGui::TableNextRow();-    ImGui::TableSetColumnIndex(0);-    ImGui::AlignTextToFramePadding();-    bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);-    ImGui::TableSetColumnIndex(1);-    ImGui::Text("my sailor is rich");--    if (node_open)-    {-        static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f };-        for (int i = 0; i < 8; i++)-        {-            ImGui::PushID(i); // Use field index as identifier.-            if (i < 2)-            {-                ShowPlaceholderObject("Child", 424242);-            }-            else-            {-                // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)-                ImGui::TableNextRow();-                ImGui::TableSetColumnIndex(0);-                ImGui::AlignTextToFramePadding();-                ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet;-                ImGui::TreeNodeEx("Field", flags, "Field_%d", i);--                ImGui::TableSetColumnIndex(1);-                ImGui::SetNextItemWidth(-FLT_MIN);-                if (i >= 5)-                    ImGui::InputFloat("##value", &placeholder_members[i], 1.0f);-                else-                    ImGui::DragFloat("##value", &placeholder_members[i], 0.01f);-                ImGui::NextColumn();-            }-            ImGui::PopID();-        }-        ImGui::TreePop();-    }-    ImGui::PopID();-}--// Demonstrate create a simple property editor.-static void ShowExampleAppPropertyEditor(bool* p_open)-{-    ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver);-    if (!ImGui::Begin("Example: Property editor", p_open))-    {-        ImGui::End();-        return;-    }-    IMGUI_DEMO_MARKER("Examples/Property Editor");--    HelpMarker(-        "This example shows how you may implement a property editor using two columns.\n"-        "All objects/fields data are dummies here.\n"-        "Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\n"-        "your cursor horizontally instead of using the Columns() API.");--    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));-    if (ImGui::BeginTable("split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable))-    {-        // Iterate placeholder objects (all the same data)-        for (int obj_i = 0; obj_i < 4; obj_i++)-        {-            ShowPlaceholderObject("Object", obj_i);-            //ImGui::Separator();-        }-        ImGui::EndTable();-    }-    ImGui::PopStyleVar();-    ImGui::End();-}--//------------------------------------------------------------------------------// [SECTION] Example App: Long Text / ShowExampleAppLongText()-//-------------------------------------------------------------------------------// Demonstrate/test rendering huge amount of text, and the incidence of clipping.-static void ShowExampleAppLongText(bool* p_open)-{-    ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);-    if (!ImGui::Begin("Example: Long text display", p_open))-    {-        ImGui::End();-        return;-    }-    IMGUI_DEMO_MARKER("Examples/Long text display");--    static int test_type = 0;-    static ImGuiTextBuffer log;-    static int lines = 0;-    ImGui::Text("Printing unusually long amount of text.");-    ImGui::Combo("Test type", &test_type,-        "Single call to TextUnformatted()\0"-        "Multiple calls to Text(), clipped\0"-        "Multiple calls to Text(), not clipped (slow)\0");-    ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());-    if (ImGui::Button("Clear")) { log.clear(); lines = 0; }-    ImGui::SameLine();-    if (ImGui::Button("Add 1000 lines"))-    {-        for (int i = 0; i < 1000; i++)-            log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i);-        lines += 1000;-    }-    ImGui::BeginChild("Log");-    switch (test_type)-    {-    case 0:-        // Single call to TextUnformatted() with a big buffer-        ImGui::TextUnformatted(log.begin(), log.end());-        break;-    case 1:-        {-            // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.-            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));-            ImGuiListClipper clipper;-            clipper.Begin(lines);-            while (clipper.Step())-                for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)-                    ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);-            ImGui::PopStyleVar();-            break;-        }-    case 2:-        // Multiple calls to Text(), not clipped (slow)-        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));-        for (int i = 0; i < lines; i++)-            ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);-        ImGui::PopStyleVar();-        break;-    }-    ImGui::EndChild();-    ImGui::End();-}--//------------------------------------------------------------------------------// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()-//-------------------------------------------------------------------------------// Demonstrate creating a window which gets auto-resized according to its content.-static void ShowExampleAppAutoResize(bool* p_open)-{-    if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))-    {-        ImGui::End();-        return;-    }-    IMGUI_DEMO_MARKER("Examples/Auto-resizing window");--    static int lines = 10;-    ImGui::TextUnformatted(-        "Window will resize every-frame to the size of its content.\n"-        "Note that you probably don't want to query the window size to\n"-        "output your content because that would create a feedback loop.");-    ImGui::SliderInt("Number of lines", &lines, 1, 20);-    for (int i = 0; i < lines; i++)-        ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally-    ImGui::End();-}--//------------------------------------------------------------------------------// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()-//-------------------------------------------------------------------------------// Demonstrate creating a window with custom resize constraints.-static void ShowExampleAppConstrainedResize(bool* p_open)-{-    struct CustomConstraints-    {-        // Helper functions to demonstrate programmatic constraints-        static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); }-        static void Step(ImGuiSizeCallbackData* data)   { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }-    };--    const char* test_desc[] =-    {-        "Resize vertical only",-        "Resize horizontal only",-        "Width > 100, Height > 100",-        "Width 400-500",-        "Height 400-500",-        "Custom: Always Square",-        "Custom: Fixed Steps (100)",-    };--    static bool auto_resize = false;-    static int type = 0;-    static int display_lines = 10;-    if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0),    ImVec2(-1, FLT_MAX));      // Vertical only-    if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1),    ImVec2(FLT_MAX, -1));      // Horizontal only-    if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100-    if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1),  ImVec2(500, -1));          // Width 400-500-    if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400),  ImVec2(-1, 500));          // Height 400-500-    if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square);                     // Always Square-    if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step--    ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;-    if (ImGui::Begin("Example: Constrained Resize", p_open, flags))-    {-        IMGUI_DEMO_MARKER("Examples/Constrained Resizing window");-        if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();-        if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();-        if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }-        ImGui::SetNextItemWidth(200);-        ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc));-        ImGui::SetNextItemWidth(200);-        ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);-        ImGui::Checkbox("Auto-resize", &auto_resize);-        for (int i = 0; i < display_lines; i++)-            ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");-    }-    ImGui::End();-}--//------------------------------------------------------------------------------// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()-//-------------------------------------------------------------------------------// Demonstrate creating a simple static window with no decoration-// + a context-menu to choose which corner of the screen to use.-static void ShowExampleAppSimpleOverlay(bool* p_open)-{-    static int corner = 0;-    ImGuiIO& io = ImGui::GetIO();-    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;-    if (corner != -1)-    {-        const float PAD = 10.0f;-        const ImGuiViewport* viewport = ImGui::GetMainViewport();-        ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!-        ImVec2 work_size = viewport->WorkSize;-        ImVec2 window_pos, window_pos_pivot;-        window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);-        window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);-        window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f;-        window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f;-        ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);-        window_flags |= ImGuiWindowFlags_NoMove;-    }-    ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background-    if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))-    {-        IMGUI_DEMO_MARKER("Examples/Simple Overlay");-        ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");-        ImGui::Separator();-        if (ImGui::IsMousePosValid())-            ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y);-        else-            ImGui::Text("Mouse Position: <invalid>");-        if (ImGui::BeginPopupContextWindow())-        {-            if (ImGui::MenuItem("Custom",       NULL, corner == -1)) corner = -1;-            if (ImGui::MenuItem("Top-left",     NULL, corner == 0)) corner = 0;-            if (ImGui::MenuItem("Top-right",    NULL, corner == 1)) corner = 1;-            if (ImGui::MenuItem("Bottom-left",  NULL, corner == 2)) corner = 2;-            if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3;-            if (p_open && ImGui::MenuItem("Close")) *p_open = false;-            ImGui::EndPopup();-        }-    }-    ImGui::End();-}--//------------------------------------------------------------------------------// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()-//-------------------------------------------------------------------------------// Demonstrate creating a window covering the entire screen/viewport-static void ShowExampleAppFullscreen(bool* p_open)-{-    static bool use_work_area = true;-    static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;--    // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)-    // Based on your use case you may want one of the other.-    const ImGuiViewport* viewport = ImGui::GetMainViewport();-    ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos);-    ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);--    if (ImGui::Begin("Example: Fullscreen window", p_open, flags))-    {-        ImGui::Checkbox("Use work area instead of main area", &use_work_area);-        ImGui::SameLine();-        HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference.");--        ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground);-        ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration);-        ImGui::Indent();-        ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar);-        ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse);-        ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar);-        ImGui::Unindent();--        if (p_open && ImGui::Button("Close this window"))-            *p_open = false;-    }-    ImGui::End();-}--//------------------------------------------------------------------------------// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()-//-------------------------------------------------------------------------------// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.-// This apply to all regular items as well.-// Read FAQ section "How can I have multiple widgets with the same label?" for details.-static void ShowExampleAppWindowTitles(bool*)-{-    const ImGuiViewport* viewport = ImGui::GetMainViewport();-    const ImVec2 base_pos = viewport->Pos;--    // By default, Windows are uniquely identified by their title.-    // You can use the "##" and "###" markers to manipulate the display/ID.--    // Using "##" to display same title but have unique identifier.-    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver);-    ImGui::Begin("Same title as another window##1");-    IMGUI_DEMO_MARKER("Examples/Manipulating window titles");-    ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");-    ImGui::End();--    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver);-    ImGui::Begin("Same title as another window##2");-    ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");-    ImGui::End();--    // Using "###" to display a changing title but keep a static identifier "AnimatedTitle"-    char buf[128];-    sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount());-    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver);-    ImGui::Begin(buf);-    ImGui::Text("This window has a changing title.");-    ImGui::End();-}--//------------------------------------------------------------------------------// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()-//-------------------------------------------------------------------------------// Demonstrate using the low-level ImDrawList to draw custom shapes.-static void ShowExampleAppCustomRendering(bool* p_open)-{-    if (!ImGui::Begin("Example: Custom rendering", p_open))-    {-        ImGui::End();-        return;-    }-    IMGUI_DEMO_MARKER("Examples/Custom Rendering");--    // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of-    // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your-    // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not-    // exposed outside (to avoid messing with your types) In this example we are not using the maths operators!--    if (ImGui::BeginTabBar("##TabBar"))-    {-        if (ImGui::BeginTabItem("Primitives"))-        {-            ImGui::PushItemWidth(-ImGui::GetFontSize() * 15);-            ImDrawList* draw_list = ImGui::GetWindowDrawList();--            // Draw gradients-            // (note that those are currently exacerbating our sRGB/Linear issues)-            // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well..-            ImGui::Text("Gradients");-            ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight());-            {-                ImVec2 p0 = ImGui::GetCursorScreenPos();-                ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);-                ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255));-                ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255));-                draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);-                ImGui::InvisibleButton("##gradient1", gradient_size);-            }-            {-                ImVec2 p0 = ImGui::GetCursorScreenPos();-                ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);-                ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255));-                ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255));-                draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);-                ImGui::InvisibleButton("##gradient2", gradient_size);-            }--            // Draw a bunch of primitives-            ImGui::Text("All primitives");-            static float sz = 36.0f;-            static float thickness = 3.0f;-            static int ngon_sides = 6;-            static bool circle_segments_override = false;-            static int circle_segments_override_v = 12;-            static bool curve_segments_override = false;-            static int curve_segments_override_v = 8;-            static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);-            ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f");-            ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");-            ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);-            ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override);-            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);-            circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40);-            ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override);-            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);-            curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40);-            ImGui::ColorEdit4("Color", &colf.x);--            const ImVec2 p = ImGui::GetCursorScreenPos();-            const ImU32 col = ImColor(colf);-            const float spacing = 10.0f;-            const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight;-            const float rounding = sz / 5.0f;-            const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;-            const int curve_segments = curve_segments_override ? curve_segments_override_v : 0;-            float x = p.x + 4.0f;-            float y = p.y + 4.0f;-            for (int n = 0; n < 2; n++)-            {-                // First line uses a thickness of 1.0f, second line uses the configurable thickness-                float th = (n == 0) ? 1.0f : thickness;-                draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th);                 x += sz + spacing;  // N-gon-                draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th);          x += sz + spacing;  // Circle-                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th);          x += sz + spacing;  // Square-                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th);      x += sz + spacing;  // Square with all rounded corners-                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th);         x += sz + spacing;  // Square with two rounded corners-                draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing;  // Triangle-                //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle-                draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th);                                       x += sz + spacing;  // Horizontal line (note: drawing a filled rectangle will be faster!)-                draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th);                                       x += spacing;       // Vertical line (note: drawing a filled rectangle will be faster!)-                draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th);                                  x += sz + spacing;  // Diagonal line--                // Quadratic Bezier Curve (3 control points)-                ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) };-                draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing;--                // Cubic Bezier Curve (4 control points)-                ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) };-                draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments);--                x = p.x + 4;-                y += sz + spacing;-            }-            draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides);               x += sz + spacing;  // N-gon-            draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments);            x += sz + spacing;  // Circle-            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col);                                    x += sz + spacing;  // Square-            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f);                             x += sz + spacing;  // Square with all rounded corners-            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br);              x += sz + spacing;  // Square with two rounded corners-            draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col);  x += sz + spacing;  // Triangle-            //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle-            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col);                             x += sz + spacing;  // Horizontal line (faster than AddLine, but only handle integer thickness)-            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col);                             x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness)-            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col);                                      x += sz;            // Pixel (faster than AddLine)-            draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));--            ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f));-            ImGui::PopItemWidth();-            ImGui::EndTabItem();-        }--        if (ImGui::BeginTabItem("Canvas"))-        {-            static ImVector<ImVec2> points;-            static ImVec2 scrolling(0.0f, 0.0f);-            static bool opt_enable_grid = true;-            static bool opt_enable_context_menu = true;-            static bool adding_line = false;--            ImGui::Checkbox("Enable grid", &opt_enable_grid);-            ImGui::Checkbox("Enable context menu", &opt_enable_context_menu);-            ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu.");--            // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling.-            // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls.-            // To use a child window instead we could use, e.g:-            //      ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));      // Disable padding-            //      ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255));  // Set a background color-            //      ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove);-            //      ImGui::PopStyleColor();-            //      ImGui::PopStyleVar();-            //      [...]-            //      ImGui::EndChild();--            // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive()-            ImVec2 canvas_p0 = ImGui::GetCursorScreenPos();      // ImDrawList API uses screen coordinates!-            ImVec2 canvas_sz = ImGui::GetContentRegionAvail();   // Resize canvas to what's available-            if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;-            if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;-            ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);--            // Draw border and background color-            ImGuiIO& io = ImGui::GetIO();-            ImDrawList* draw_list = ImGui::GetWindowDrawList();-            draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));-            draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));--            // This will catch our interactions-            ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);-            const bool is_hovered = ImGui::IsItemHovered(); // Hovered-            const bool is_active = ImGui::IsItemActive();   // Held-            const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin-            const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y);--            // Add first and second point-            if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left))-            {-                points.push_back(mouse_pos_in_canvas);-                points.push_back(mouse_pos_in_canvas);-                adding_line = true;-            }-            if (adding_line)-            {-                points.back() = mouse_pos_in_canvas;-                if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))-                    adding_line = false;-            }--            // Pan (we use a zero mouse threshold when there's no context menu)-            // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc.-            const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f;-            if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan))-            {-                scrolling.x += io.MouseDelta.x;-                scrolling.y += io.MouseDelta.y;-            }--            // Context menu (under default mouse threshold)-            ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);-            if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f)-                ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);-            if (ImGui::BeginPopup("context"))-            {-                if (adding_line)-                    points.resize(points.size() - 2);-                adding_line = false;-                if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); }-                if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); }-                ImGui::EndPopup();-            }--            // Draw grid + all lines in the canvas-            draw_list->PushClipRect(canvas_p0, canvas_p1, true);-            if (opt_enable_grid)-            {-                const float GRID_STEP = 64.0f;-                for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)-                    draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40));-                for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)-                    draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));-            }-            for (int n = 0; n < points.Size; n += 2)-                draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);-            draw_list->PopClipRect();--            ImGui::EndTabItem();-        }--        if (ImGui::BeginTabItem("BG/FG draw lists"))-        {-            static bool draw_bg = true;-            static bool draw_fg = true;-            ImGui::Checkbox("Draw in Background draw list", &draw_bg);-            ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows.");-            ImGui::Checkbox("Draw in Foreground draw list", &draw_fg);-            ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows.");-            ImVec2 window_pos = ImGui::GetWindowPos();-            ImVec2 window_size = ImGui::GetWindowSize();-            ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);-            if (draw_bg)-                ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4);-            if (draw_fg)-                ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10);-            ImGui::EndTabItem();-        }--        ImGui::EndTabBar();-    }--    ImGui::End();-}--//------------------------------------------------------------------------------// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()-//-------------------------------------------------------------------------------// Simplified structure to mimic a Document model-struct MyDocument-{-    const char* Name;       // Document title-    bool        Open;       // Set when open (we keep an array of all available documents to simplify demo code!)-    bool        OpenPrev;   // Copy of Open from last update.-    bool        Dirty;      // Set when the document has been modified-    bool        WantClose;  // Set when the document-    ImVec4      Color;      // An arbitrary variable associated to the document--    MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))-    {-        Name = name;-        Open = OpenPrev = open;-        Dirty = false;-        WantClose = false;-        Color = color;-    }-    void DoOpen()       { Open = true; }-    void DoQueueClose() { WantClose = true; }-    void DoForceClose() { Open = false; Dirty = false; }-    void DoSave()       { Dirty = false; }--    // Display placeholder contents for the Document-    static void DisplayContents(MyDocument* doc)-    {-        ImGui::PushID(doc);-        ImGui::Text("Document \"%s\"", doc->Name);-        ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);-        ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.");-        ImGui::PopStyleColor();-        if (ImGui::Button("Modify", ImVec2(100, 0)))-            doc->Dirty = true;-        ImGui::SameLine();-        if (ImGui::Button("Save", ImVec2(100, 0)))-            doc->DoSave();-        ImGui::ColorEdit3("color", &doc->Color.x);  // Useful to test drag and drop and hold-dragged-to-open-tab behavior.-        ImGui::PopID();-    }--    // Display context menu for the Document-    static void DisplayContextMenu(MyDocument* doc)-    {-        if (!ImGui::BeginPopupContextItem())-            return;--        char buf[256];-        sprintf(buf, "Save %s", doc->Name);-        if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open))-            doc->DoSave();-        if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open))-            doc->DoQueueClose();-        ImGui::EndPopup();-    }-};--struct ExampleAppDocuments-{-    ImVector<MyDocument> Documents;--    ExampleAppDocuments()-    {-        Documents.push_back(MyDocument("Lettuce",             true,  ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));-        Documents.push_back(MyDocument("Eggplant",            true,  ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));-        Documents.push_back(MyDocument("Carrot",              true,  ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));-        Documents.push_back(MyDocument("Tomato",              false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));-        Documents.push_back(MyDocument("A Rather Long Title", false));-        Documents.push_back(MyDocument("Some Document",       false));-    }-};--// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.-// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,-// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for-// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has-// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively-// give the impression of a flicker for one frame.-// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.-// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.-static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app)-{-    for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)-    {-        MyDocument* doc = &app.Documents[doc_n];-        if (!doc->Open && doc->OpenPrev)-            ImGui::SetTabItemClosed(doc->Name);-        doc->OpenPrev = doc->Open;-    }-}--void ShowExampleAppDocuments(bool* p_open)-{-    static ExampleAppDocuments app;--    // Options-    static bool opt_reorderable = true;-    static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;--    bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar);-    if (!window_contents_visible)-    {-        ImGui::End();-        return;-    }--    // Menu-    if (ImGui::BeginMenuBar())-    {-        if (ImGui::BeginMenu("File"))-        {-            int open_count = 0;-            for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)-                open_count += app.Documents[doc_n].Open ? 1 : 0;--            if (ImGui::BeginMenu("Open", open_count < app.Documents.Size))-            {-                for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)-                {-                    MyDocument* doc = &app.Documents[doc_n];-                    if (!doc->Open)-                        if (ImGui::MenuItem(doc->Name))-                            doc->DoOpen();-                }-                ImGui::EndMenu();-            }-            if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))-                for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)-                    app.Documents[doc_n].DoQueueClose();-            if (ImGui::MenuItem("Exit", "Alt+F4")) {}-            ImGui::EndMenu();-        }-        ImGui::EndMenuBar();-    }--    // [Debug] List documents with one checkbox for each-    for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)-    {-        MyDocument* doc = &app.Documents[doc_n];-        if (doc_n > 0)-            ImGui::SameLine();-        ImGui::PushID(doc);-        if (ImGui::Checkbox(doc->Name, &doc->Open))-            if (!doc->Open)-                doc->DoForceClose();-        ImGui::PopID();-    }--    ImGui::Separator();--    // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags.-    // They have multiple effects:-    // - Display a dot next to the title.-    // - Tab is selected when clicking the X close button.-    // - 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.-    //   We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty-    //   hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window.-    //   The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole.--    // Submit Tab Bar and Tabs-    {-        ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);-        if (ImGui::BeginTabBar("##tabs", tab_bar_flags))-        {-            if (opt_reorderable)-                NotifyOfDocumentsClosedElsewhere(app);--            // [DEBUG] Stress tests-            //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1;            // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on.-            //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name);  // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway..--            // Submit Tabs-            for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)-            {-                MyDocument* doc = &app.Documents[doc_n];-                if (!doc->Open)-                    continue;--                ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);-                bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags);--                // Cancel attempt to close when unsaved add to save queue so we can display a popup.-                if (!doc->Open && doc->Dirty)-                {-                    doc->Open = true;-                    doc->DoQueueClose();-                }--                MyDocument::DisplayContextMenu(doc);-                if (visible)-                {-                    MyDocument::DisplayContents(doc);-                    ImGui::EndTabItem();-                }-            }--            ImGui::EndTabBar();-        }-    }--    // Update closing queue-    static ImVector<MyDocument*> close_queue;-    if (close_queue.empty())-    {-        // Close queue is locked once we started a popup-        for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)-        {-            MyDocument* doc = &app.Documents[doc_n];-            if (doc->WantClose)-            {-                doc->WantClose = false;-                close_queue.push_back(doc);-            }-        }-    }--    // Display closing confirmation UI-    if (!close_queue.empty())-    {-        int close_queue_unsaved_documents = 0;-        for (int n = 0; n < close_queue.Size; n++)-            if (close_queue[n]->Dirty)-                close_queue_unsaved_documents++;--        if (close_queue_unsaved_documents == 0)-        {-            // Close documents when all are unsaved-            for (int n = 0; n < close_queue.Size; n++)-                close_queue[n]->DoForceClose();-            close_queue.clear();-        }-        else-        {-            if (!ImGui::IsPopupOpen("Save?"))-                ImGui::OpenPopup("Save?");-            if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize))-            {-                ImGui::Text("Save change to the following items?");-                float item_height = ImGui::GetTextLineHeightWithSpacing();-                if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height)))-                {-                    for (int n = 0; n < close_queue.Size; n++)-                        if (close_queue[n]->Dirty)-                            ImGui::Text("%s", close_queue[n]->Name);-                    ImGui::EndChildFrame();-                }+// dear imgui, v1.89.9+// (demo code)++// Help:+// - Read FAQ at http://dearimgui.com/faq+// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.+// - Need help integrating Dear ImGui in your codebase?+//   - Read Getting Started https://github.com/ocornut/imgui/wiki/Getting-Started+//   - Read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase.+// Read imgui.cpp for more details, documentation and comments.+// Get the latest version at https://github.com/ocornut/imgui++//---------------------------------------------------+// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!+//---------------------------------------------------+// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:+// Think again! It is the most useful reference code that you and other coders will want to refer to and call.+// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app!+// Also include Metrics! ItemPicker! DebugLog! and other debug features.+// Removing this file from your project is hindering access to documentation for everyone in your team,+// likely leading you to poorer usage of the library.+// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().+// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be+// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.+// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference.+// Thank you,+// -Your beloved friend, imgui_demo.cpp (which you won't delete)++//--------------------------------------------+// ABOUT THE MEANING OF THE 'static' KEYWORD:+//--------------------------------------------+// In this demo code, we frequently use 'static' variables inside functions.+// A static variable persists across calls. It is essentially a global variable but declared inside the scope of the function.+// Think of "static int n = 0;" as "global int n = 0;" !+// We do this IN THE DEMO because we want:+// - to gather code and data in the same place.+// - to make the demo source code faster to read, faster to change, smaller in size.+// - it is also a convenient way of storing simple UI related information as long as your function+//   doesn't need to be reentrant or used in multiple threads.+// This might be a pattern you will want to use in your code, but most of the data you would be working+// with in a complex codebase is likely going to be stored outside your functions.++//-----------------------------------------+// ABOUT THE CODING STYLE OF OUR DEMO CODE+//-----------------------------------------+// The Demo code in this file is designed to be easy to copy-and-paste into your application!+// Because of this:+// - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace.+// - We try to declare static variables in the local scope, as close as possible to the code using them.+// - We never use any of the helpers/facilities used internally by Dear ImGui, unless available in the public API.+// - We never use maths operators on ImVec2/ImVec4. For our other sources files we use them, and they are provided+//   by imgui.h using the IMGUI_DEFINE_MATH_OPERATORS define. For your own sources file they are optional+//   and require you either enable those, either provide your own via IM_VEC2_CLASS_EXTRA in imconfig.h.+//   Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.++// Navigating this file:+// - 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.++/*++Index of this file:++// [SECTION] Forward Declarations+// [SECTION] Helpers+// [SECTION] Demo Window / ShowDemoWindow()+// - ShowDemoWindow()+// - sub section: ShowDemoWindowWidgets()+// - sub section: ShowDemoWindowLayout()+// - sub section: ShowDemoWindowPopups()+// - sub section: ShowDemoWindowTables()+// - sub section: ShowDemoWindowInputs()+// [SECTION] About Window / ShowAboutWindow()+// [SECTION] Style Editor / ShowStyleEditor()+// [SECTION] User Guide / ShowUserGuide()+// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()+// [SECTION] Example App: Debug Console / ShowExampleAppConsole()+// [SECTION] Example App: Debug Log / ShowExampleAppLog()+// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()+// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()+// [SECTION] Example App: Long Text / ShowExampleAppLongText()+// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()+// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()+// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()+// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()+// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles()+// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()+// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()++*/++#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)+#define _CRT_SECURE_NO_WARNINGS+#endif++#include "imgui.h"+#ifndef IMGUI_DISABLE++// System includes+#include <ctype.h>          // toupper+#include <limits.h>         // INT_MIN, INT_MAX+#include <math.h>           // sqrtf, powf, cosf, sinf, floorf, ceilf+#include <stdio.h>          // vsnprintf, sscanf, printf+#include <stdlib.h>         // NULL, malloc, free, atoi+#include <stdint.h>         // intptr_t+#if !defined(_MSC_VER) || _MSC_VER >= 1800+#include <inttypes.h>       // PRId64/PRIu64, not avail in some MinGW headers.+#endif++// Visual Studio warnings+#ifdef _MSC_VER+#pragma warning (disable: 4127)     // condition expression is constant+#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen+#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).+#endif++// Clang/GCC warnings with -Weverything+#if defined(__clang__)+#if __has_warning("-Wunknown-warning-option")+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                     // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!+#endif+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'+#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                           // yes, they are more terse.+#pragma clang diagnostic ignored "-Wdeprecated-declarations"        // warning: 'xx' is deprecated: The POSIX name for this..   // for strdup used in demo code (so user can copy & paste the code)+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type+#pragma clang diagnostic ignored "-Wformat-security"                // warning: format string is not a string literal+#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor    // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.+#pragma clang diagnostic ignored "-Wunused-macros"                  // warning: macro is not used                               // we define snprintf/vsnprintf on Windows so they are available, but not always used.+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                   // some standard header variations use #define NULL 0+#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.+#pragma clang diagnostic ignored "-Wreserved-id-macro"              // warning: macro name is a reserved identifier+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision+#elif defined(__GNUC__)+#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind+#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size+#pragma GCC diagnostic ignored "-Wformat-security"          // warning: format string is not a string literal (potentially insecure)+#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function+#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value+#pragma GCC diagnostic ignored "-Wmisleading-indentation"   // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement      // GCC 6.0+ only. See #883 on GitHub.+#endif++// Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!)+#ifdef _WIN32+#define IM_NEWLINE  "\r\n"+#else+#define IM_NEWLINE  "\n"+#endif++// Helpers+#if defined(_MSC_VER) && !defined(snprintf)+#define snprintf    _snprintf+#endif+#if defined(_MSC_VER) && !defined(vsnprintf)+#define vsnprintf   _vsnprintf+#endif++// Format specifiers for 64-bit values (hasn't been decently standardized before VS2013)+#if !defined(PRId64) && defined(_MSC_VER)+#define PRId64 "I64d"+#define PRIu64 "I64u"+#elif !defined(PRId64)+#define PRId64 "lld"+#define PRIu64 "llu"+#endif++// Helpers macros+// We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste,+// but making an exception here as those are largely simplifying code...+// In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo.+#define IM_MIN(A, B)            (((A) < (B)) ? (A) : (B))+#define IM_MAX(A, B)            (((A) >= (B)) ? (A) : (B))+#define IM_CLAMP(V, MN, MX)     ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V))++// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall+#ifndef IMGUI_CDECL+#ifdef _MSC_VER+#define IMGUI_CDECL __cdecl+#else+#define IMGUI_CDECL+#endif+#endif++//-----------------------------------------------------------------------------+// [SECTION] Forward Declarations, Helpers+//-----------------------------------------------------------------------------++#if !defined(IMGUI_DISABLE_DEMO_WINDOWS)++// Forward Declarations+static void ShowExampleAppMainMenuBar();+static void ShowExampleAppConsole(bool* p_open);+static void ShowExampleAppCustomRendering(bool* p_open);+static void ShowExampleAppDocuments(bool* p_open);+static void ShowExampleAppLog(bool* p_open);+static void ShowExampleAppLayout(bool* p_open);+static void ShowExampleAppPropertyEditor(bool* p_open);+static void ShowExampleAppSimpleOverlay(bool* p_open);+static void ShowExampleAppAutoResize(bool* p_open);+static void ShowExampleAppConstrainedResize(bool* p_open);+static void ShowExampleAppFullscreen(bool* p_open);+static void ShowExampleAppLongText(bool* p_open);+static void ShowExampleAppWindowTitles(bool* p_open);+static void ShowExampleMenuFile();++// We split the contents of the big ShowDemoWindow() function into smaller functions+// (because the link time of very large functions grow non-linearly)+static void ShowDemoWindowWidgets();+static void ShowDemoWindowLayout();+static void ShowDemoWindowPopups();+static void ShowDemoWindowTables();+static void ShowDemoWindowColumns();+static void ShowDemoWindowInputs();++//-----------------------------------------------------------------------------+// [SECTION] Helpers+//-----------------------------------------------------------------------------++// Helper to display a little (?) mark which shows a tooltip when hovered.+// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)+static void HelpMarker(const char* desc)+{+    ImGui::TextDisabled("(?)");+    if (ImGui::BeginItemTooltip())+    {+        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);+        ImGui::TextUnformatted(desc);+        ImGui::PopTextWrapPos();+        ImGui::EndTooltip();+    }+}++// Helper to wire demo markers located in code to an interactive browser+typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data);+extern ImGuiDemoMarkerCallback      GImGuiDemoMarkerCallback;+extern void*                        GImGuiDemoMarkerCallbackUserData;+ImGuiDemoMarkerCallback             GImGuiDemoMarkerCallback = NULL;+void*                               GImGuiDemoMarkerCallbackUserData = NULL;+#define IMGUI_DEMO_MARKER(section)  do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)++//-----------------------------------------------------------------------------+// [SECTION] Demo Window / ShowDemoWindow()+//-----------------------------------------------------------------------------+// - ShowDemoWindow()+// - ShowDemoWindowWidgets()+// - ShowDemoWindowLayout()+// - ShowDemoWindowPopups()+// - ShowDemoWindowTables()+// - ShowDemoWindowColumns()+// - ShowDemoWindowInputs()+//-----------------------------------------------------------------------------++// Demonstrate most Dear ImGui features (this is big function!)+// You may execute this function to experiment with the UI and understand what it does.+// You may then search for keywords in the code when you are interested by a specific feature.+void ImGui::ShowDemoWindow(bool* p_open)+{+    // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup+    // Most functions would normally just assert/crash if the context is missing.+    IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing Dear ImGui context. Refer to examples app!");++    // Examples Apps (accessible from the "Examples" menu)+    static bool show_app_main_menu_bar = false;+    static bool show_app_console = false;+    static bool show_app_custom_rendering = false;+    static bool show_app_documents = false;+    static bool show_app_log = false;+    static bool show_app_layout = false;+    static bool show_app_property_editor = false;+    static bool show_app_simple_overlay = false;+    static bool show_app_auto_resize = false;+    static bool show_app_constrained_resize = false;+    static bool show_app_fullscreen = false;+    static bool show_app_long_text = false;+    static bool show_app_window_titles = false;++    if (show_app_main_menu_bar)       ShowExampleAppMainMenuBar();+    if (show_app_documents)           ShowExampleAppDocuments(&show_app_documents);+    if (show_app_console)             ShowExampleAppConsole(&show_app_console);+    if (show_app_custom_rendering)    ShowExampleAppCustomRendering(&show_app_custom_rendering);+    if (show_app_log)                 ShowExampleAppLog(&show_app_log);+    if (show_app_layout)              ShowExampleAppLayout(&show_app_layout);+    if (show_app_property_editor)     ShowExampleAppPropertyEditor(&show_app_property_editor);+    if (show_app_simple_overlay)      ShowExampleAppSimpleOverlay(&show_app_simple_overlay);+    if (show_app_auto_resize)         ShowExampleAppAutoResize(&show_app_auto_resize);+    if (show_app_constrained_resize)  ShowExampleAppConstrainedResize(&show_app_constrained_resize);+    if (show_app_fullscreen)          ShowExampleAppFullscreen(&show_app_fullscreen);+    if (show_app_long_text)           ShowExampleAppLongText(&show_app_long_text);+    if (show_app_window_titles)       ShowExampleAppWindowTitles(&show_app_window_titles);++    // Dear ImGui Tools (accessible from the "Tools" menu)+    static bool show_tool_metrics = false;+    static bool show_tool_debug_log = false;+    static bool show_tool_stack_tool = false;+    static bool show_tool_style_editor = false;+    static bool show_tool_about = false;++    if (show_tool_metrics)+        ImGui::ShowMetricsWindow(&show_tool_metrics);+    if (show_tool_debug_log)+        ImGui::ShowDebugLogWindow(&show_tool_debug_log);+    if (show_tool_stack_tool)+        ImGui::ShowStackToolWindow(&show_tool_stack_tool);+    if (show_tool_style_editor)+    {+        ImGui::Begin("Dear ImGui Style Editor", &show_tool_style_editor);+        ImGui::ShowStyleEditor();+        ImGui::End();+    }+    if (show_tool_about)+        ImGui::ShowAboutWindow(&show_tool_about);++    // Demonstrate the various window flags. Typically you would just use the default!+    static bool no_titlebar = false;+    static bool no_scrollbar = false;+    static bool no_menu = false;+    static bool no_move = false;+    static bool no_resize = false;+    static bool no_collapse = false;+    static bool no_close = false;+    static bool no_nav = false;+    static bool no_background = false;+    static bool no_bring_to_front = false;+    static bool unsaved_document = false;++    ImGuiWindowFlags window_flags = 0;+    if (no_titlebar)        window_flags |= ImGuiWindowFlags_NoTitleBar;+    if (no_scrollbar)       window_flags |= ImGuiWindowFlags_NoScrollbar;+    if (!no_menu)           window_flags |= ImGuiWindowFlags_MenuBar;+    if (no_move)            window_flags |= ImGuiWindowFlags_NoMove;+    if (no_resize)          window_flags |= ImGuiWindowFlags_NoResize;+    if (no_collapse)        window_flags |= ImGuiWindowFlags_NoCollapse;+    if (no_nav)             window_flags |= ImGuiWindowFlags_NoNav;+    if (no_background)      window_flags |= ImGuiWindowFlags_NoBackground;+    if (no_bring_to_front)  window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus;+    if (unsaved_document)   window_flags |= ImGuiWindowFlags_UnsavedDocument;+    if (no_close)           p_open = NULL; // Don't pass our bool* to Begin++    // We specify a default position/size in case there's no data in the .ini file.+    // We only do it to make the demo applications a little more welcoming, but typically this isn't required.+    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();+    ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver);+    ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver);++    // Main body of the Demo window starts here.+    if (!ImGui::Begin("Dear ImGui Demo", p_open, window_flags))+    {+        // Early out if the window is collapsed, as an optimization.+        ImGui::End();+        return;+    }++    // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details.+    // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align)+    //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);+    // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets.+    ImGui::PushItemWidth(ImGui::GetFontSize() * -12);++    // Menu Bar+    if (ImGui::BeginMenuBar())+    {+        if (ImGui::BeginMenu("Menu"))+        {+            IMGUI_DEMO_MARKER("Menu/File");+            ShowExampleMenuFile();+            ImGui::EndMenu();+        }+        if (ImGui::BeginMenu("Examples"))+        {+            IMGUI_DEMO_MARKER("Menu/Examples");+            ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);++            ImGui::SeparatorText("Mini apps");+            ImGui::MenuItem("Console", NULL, &show_app_console);+            ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering);+            ImGui::MenuItem("Documents", NULL, &show_app_documents);+            ImGui::MenuItem("Log", NULL, &show_app_log);+            ImGui::MenuItem("Property editor", NULL, &show_app_property_editor);+            ImGui::MenuItem("Simple layout", NULL, &show_app_layout);+            ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay);++            ImGui::SeparatorText("Concepts");+            ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize);+            ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize);+            ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen);+            ImGui::MenuItem("Long text display", NULL, &show_app_long_text);+            ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles);++            ImGui::EndMenu();+        }+        //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar!+        if (ImGui::BeginMenu("Tools"))+        {+            IMGUI_DEMO_MARKER("Menu/Tools");+#ifndef IMGUI_DISABLE_DEBUG_TOOLS+            const bool has_debug_tools = true;+#else+            const bool has_debug_tools = false;+#endif+            ImGui::MenuItem("Metrics/Debugger", NULL, &show_tool_metrics, has_debug_tools);+            ImGui::MenuItem("Debug Log", NULL, &show_tool_debug_log, has_debug_tools);+            ImGui::MenuItem("Stack Tool", NULL, &show_tool_stack_tool, has_debug_tools);+            ImGui::MenuItem("Style Editor", NULL, &show_tool_style_editor);+            ImGui::MenuItem("About Dear ImGui", NULL, &show_tool_about);+            ImGui::EndMenu();+        }+        ImGui::EndMenuBar();+    }++    ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);+    ImGui::Spacing();++    IMGUI_DEMO_MARKER("Help");+    if (ImGui::CollapsingHeader("Help"))+    {+        ImGui::SeparatorText("ABOUT THIS DEMO:");+        ImGui::BulletText("Sections below are demonstrating many aspects of the library.");+        ImGui::BulletText("The \"Examples\" menu above leads to more demo contents.");+        ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n"+                          "and Metrics/Debugger (general purpose Dear ImGui debugging tool).");++        ImGui::SeparatorText("PROGRAMMER GUIDE:");+        ImGui::BulletText("See the ShowDemoWindow() code in imgui_demo.cpp. <- you are here!");+        ImGui::BulletText("See comments in imgui.cpp.");+        ImGui::BulletText("See example applications in the examples/ folder.");+        ImGui::BulletText("Read the FAQ at http://www.dearimgui.com/faq/");+        ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableKeyboard' for keyboard controls.");+        ImGui::BulletText("Set 'io.ConfigFlags |= NavEnableGamepad' for gamepad controls.");++        ImGui::SeparatorText("USER GUIDE:");+        ImGui::ShowUserGuide();+    }++    IMGUI_DEMO_MARKER("Configuration");+    if (ImGui::CollapsingHeader("Configuration"))+    {+        ImGuiIO& io = ImGui::GetIO();++        if (ImGui::TreeNode("Configuration##2"))+        {+            ImGui::SeparatorText("General");+            ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard",    &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard);+            ImGui::SameLine(); HelpMarker("Enable keyboard controls.");+            ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad",     &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad);+            ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details.");+            ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos);+            ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos.");+            ImGui::CheckboxFlags("io.ConfigFlags: NoMouse",              &io.ConfigFlags, ImGuiConfigFlags_NoMouse);+            if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)+            {+                // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it:+                if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f)+                {+                    ImGui::SameLine();+                    ImGui::Text("<<PRESS SPACE TO DISABLE>>");+                }+                if (ImGui::IsKeyPressed(ImGuiKey_Space))+                    io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;+            }+            ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);+            ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");+            ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);+            ImGui::SameLine(); HelpMarker("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.");+            ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor);+            ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something).");++            ImGui::SeparatorText("Widgets");+            ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);+            ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");+            ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive);+            ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only).");+            ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);+            ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");+            ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);+            ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback.");+            ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly);+            ImGui::Checkbox("io.ConfigMacOSXBehaviors", &io.ConfigMacOSXBehaviors);+            ImGui::Text("Also see Style->Rendering for rendering options.");++            ImGui::SeparatorText("Debug");+            ImGui::BeginDisabled();+            ImGui::Checkbox("io.ConfigDebugBeginReturnValueOnce", &io.ConfigDebugBeginReturnValueOnce); // .+            ImGui::EndDisabled();+            ImGui::SameLine(); HelpMarker("First calls to Begin()/BeginChild() will return false.\n\nTHIS OPTION IS DISABLED because it needs to be set at application boot-time to make sense. Showing the disabled option is a way to make this feature easier to discover");+            ImGui::Checkbox("io.ConfigDebugBeginReturnValueLoop", &io.ConfigDebugBeginReturnValueLoop);+            ImGui::SameLine(); HelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");+            ImGui::Checkbox("io.ConfigDebugIgnoreFocusLoss", &io.ConfigDebugIgnoreFocusLoss);+            ImGui::SameLine(); HelpMarker("Option to deactivate io.AddFocusEvent(false) handling. May facilitate interactions with a debugger when focus loss leads to clearing inputs data.");+            ImGui::Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings);+            ImGui::SameLine(); HelpMarker("Option to save .ini data with extra comments (particularly helpful for Docking, but makes saving slower).");++            ImGui::TreePop();+            ImGui::Spacing();+        }++        IMGUI_DEMO_MARKER("Configuration/Backend Flags");+        if (ImGui::TreeNode("Backend Flags"))+        {+            HelpMarker(+                "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n"+                "Here we expose them as read-only fields to avoid breaking interactions with your backend.");++            // FIXME: Maybe we need a BeginReadonly() equivalent to keep label bright?+            ImGui::BeginDisabled();+            ImGui::CheckboxFlags("io.BackendFlags: HasGamepad",           &io.BackendFlags, ImGuiBackendFlags_HasGamepad);+            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors",      &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);+            ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos",       &io.BackendFlags, ImGuiBackendFlags_HasSetMousePos);+            ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);+            ImGui::EndDisabled();+            ImGui::TreePop();+            ImGui::Spacing();+        }++        IMGUI_DEMO_MARKER("Configuration/Style");+        if (ImGui::TreeNode("Style"))+        {+            HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.");+            ImGui::ShowStyleEditor();+            ImGui::TreePop();+            ImGui::Spacing();+        }++        IMGUI_DEMO_MARKER("Configuration/Capture, Logging");+        if (ImGui::TreeNode("Capture/Logging"))+        {+            HelpMarker(+                "The logging API redirects all text output so you can easily capture the content of "+                "a window or a block. Tree nodes can be automatically expanded.\n"+                "Try opening any of the contents below in this window and then click one of the \"Log To\" button.");+            ImGui::LogButtons();++            HelpMarker("You can also call ImGui::LogText() to output directly to the log without a visual output.");+            if (ImGui::Button("Copy \"Hello, world!\" to clipboard"))+            {+                ImGui::LogToClipboard();+                ImGui::LogText("Hello, world!");+                ImGui::LogFinish();+            }+            ImGui::TreePop();+        }+    }++    IMGUI_DEMO_MARKER("Window options");+    if (ImGui::CollapsingHeader("Window options"))+    {+        if (ImGui::BeginTable("split", 3))+        {+            ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar);+            ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar);+            ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu);+            ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move);+            ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize);+            ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse);+            ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close);+            ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav);+            ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background);+            ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front);+            ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document);+            ImGui::EndTable();+        }+    }++    // All demo contents+    ShowDemoWindowWidgets();+    ShowDemoWindowLayout();+    ShowDemoWindowPopups();+    ShowDemoWindowTables();+    ShowDemoWindowInputs();++    // End of ShowDemoWindow()+    ImGui::PopItemWidth();+    ImGui::End();+}++static void ShowDemoWindowWidgets()+{+    IMGUI_DEMO_MARKER("Widgets");+    if (!ImGui::CollapsingHeader("Widgets"))+        return;++    static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom+    if (disable_all)+        ImGui::BeginDisabled();++    IMGUI_DEMO_MARKER("Widgets/Basic");+    if (ImGui::TreeNode("Basic"))+    {+        ImGui::SeparatorText("General");++        IMGUI_DEMO_MARKER("Widgets/Basic/Button");+        static int clicked = 0;+        if (ImGui::Button("Button"))+            clicked++;+        if (clicked & 1)+        {+            ImGui::SameLine();+            ImGui::Text("Thanks for clicking me!");+        }++        IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox");+        static bool check = true;+        ImGui::Checkbox("checkbox", &check);++        IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton");+        static int e = 0;+        ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();+        ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();+        ImGui::RadioButton("radio c", &e, 2);++        // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.+        IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)");+        for (int i = 0; i < 7; i++)+        {+            if (i > 0)+                ImGui::SameLine();+            ImGui::PushID(i);+            ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f));+            ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f));+            ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f));+            ImGui::Button("Click");+            ImGui::PopStyleColor(3);+            ImGui::PopID();+        }++        // Use AlignTextToFramePadding() to align text baseline to the baseline of framed widgets elements+        // (otherwise a Text+SameLine+Button sequence will have the text a little too high by default!)+        // See 'Demo->Layout->Text Baseline Alignment' for details.+        ImGui::AlignTextToFramePadding();+        ImGui::Text("Hold to repeat:");+        ImGui::SameLine();++        // Arrow buttons with Repeater+        IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)");+        static int counter = 0;+        float spacing = ImGui::GetStyle().ItemInnerSpacing.x;+        ImGui::PushButtonRepeat(true);+        if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; }+        ImGui::SameLine(0.0f, spacing);+        if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; }+        ImGui::PopButtonRepeat();+        ImGui::SameLine();+        ImGui::Text("%d", counter);++        ImGui::Button("Tooltip");+        ImGui::SetItemTooltip("I am a tooltip");++        ImGui::LabelText("label", "Value");++        ImGui::SeparatorText("Inputs");++        {+            // To wire InputText() with std::string or any other custom string type,+            // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.+            IMGUI_DEMO_MARKER("Widgets/Basic/InputText");+            static char str0[128] = "Hello, world!";+            ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));+            ImGui::SameLine(); HelpMarker(+                "USER:\n"+                "Hold SHIFT or use mouse to select text.\n"+                "CTRL+Left/Right to word jump.\n"+                "CTRL+A or Double-Click to select all.\n"+                "CTRL+X,CTRL+C,CTRL+V clipboard.\n"+                "CTRL+Z,CTRL+Y undo/redo.\n"+                "ESCAPE to revert.\n\n"+                "PROGRAMMER:\n"+                "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputText() "+                "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example (this is not demonstrated "+                "in imgui_demo.cpp).");++            static char str1[128] = "";+            ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1));++            IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat");+            static int i0 = 123;+            ImGui::InputInt("input int", &i0);++            static float f0 = 0.001f;+            ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");++            static double d0 = 999999.00000001;+            ImGui::InputDouble("input double", &d0, 0.01f, 1.0f, "%.8f");++            static float f1 = 1.e10f;+            ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e");+            ImGui::SameLine(); HelpMarker(+                "You can input value using the scientific notation,\n"+                "  e.g. \"1e+8\" becomes \"100000000\".");++            static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f };+            ImGui::InputFloat3("input float3", vec4a);+        }++        ImGui::SeparatorText("Drags");++        {+            IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat");+            static int i1 = 50, i2 = 42;+            ImGui::DragInt("drag int", &i1, 1);+            ImGui::SameLine(); HelpMarker(+                "Click and drag to edit value.\n"+                "Hold SHIFT/ALT for faster/slower edit.\n"+                "Double-click or CTRL+click to input value.");++            ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp);++            static float f1 = 1.00f, f2 = 0.0067f;+            ImGui::DragFloat("drag float", &f1, 0.005f);+            ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns");+        }++        ImGui::SeparatorText("Sliders");++        {+            IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat");+            static int i1 = 0;+            ImGui::SliderInt("slider int", &i1, -1, 3);+            ImGui::SameLine(); HelpMarker("CTRL+click to input value.");++            static float f1 = 0.123f, f2 = 0.0f;+            ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");+            ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic);++            IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle");+            static float angle = 0.0f;+            ImGui::SliderAngle("slider angle", &angle);++            // Using the format string to display a name instead of an integer.+            // Here we completely omit '%d' from the format string, so it'll only display a name.+            // This technique can also be used with DragInt().+            IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)");+            enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };+            static int elem = Element_Fire;+            const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };+            const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown";+            ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); // Use ImGuiSliderFlags_NoInput flag to disable CTRL+Click here.+            ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer.");+        }++        ImGui::SeparatorText("Selectors/Pickers");++        {+            IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4");+            static float col1[3] = { 1.0f, 0.0f, 0.2f };+            static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };+            ImGui::ColorEdit3("color 1", col1);+            ImGui::SameLine(); HelpMarker(+                "Click on the color square to open a color picker.\n"+                "Click and hold to use drag and drop.\n"+                "Right-click on the color square to show options.\n"+                "CTRL+click on individual component to input value.\n");++            ImGui::ColorEdit4("color 2", col2);+        }++        {+            // Using the _simplified_ one-liner Combo() api here+            // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api.+            IMGUI_DEMO_MARKER("Widgets/Basic/Combo");+            const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" };+            static int item_current = 0;+            ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));+            ImGui::SameLine(); HelpMarker(+                "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API.");+        }++        {+            // Using the _simplified_ one-liner ListBox() api here+            // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api.+            IMGUI_DEMO_MARKER("Widgets/Basic/ListBox");+            const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };+            static int item_current = 1;+            ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4);+            ImGui::SameLine(); HelpMarker(+                "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API.");+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Tooltips");+    if (ImGui::TreeNode("Tooltips"))+    {+        // Tooltips are windows following the mouse. They do not take focus away.+        ImGui::SeparatorText("General");++        // Typical use cases:+        // - Short-form (text only):      SetItemTooltip("Hello");+        // - Short-form (any contents):   if (BeginItemTooltip()) { Text("Hello"); EndTooltip(); }++        // - Full-form (text only):       if (IsItemHovered(...)) { SetTooltip("Hello"); }+        // - Full-form (any contents):    if (IsItemHovered(...) && BeginTooltip()) { Text("Hello"); EndTooltip(); }++        HelpMarker(+            "Tooltip are typically created by using a IsItemHovered() + SetTooltip() sequence.\n\n"+            "We provide a helper SetItemTooltip() function to perform the two with standards flags.");++        ImVec2 sz = ImVec2(-FLT_MIN, 0.0f);++        ImGui::Button("Basic", sz);+        ImGui::SetItemTooltip("I am a tooltip");++        ImGui::Button("Fancy", sz);+        if (ImGui::BeginItemTooltip())+        {+            ImGui::Text("I am a fancy tooltip");+            static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };+            ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));+            ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime()));+            ImGui::EndTooltip();+        }++        ImGui::SeparatorText("Always On");++        // Showcase NOT relying on a IsItemHovered() to emit a tooltip.+        // Here the tooltip is always emitted when 'always_on == true'.+        static int always_on = 0;+        ImGui::RadioButton("Off", &always_on, 0);+        ImGui::SameLine();+        ImGui::RadioButton("Always On (Simple)", &always_on, 1);+        ImGui::SameLine();+        ImGui::RadioButton("Always On (Advanced)", &always_on, 2);+        if (always_on == 1)+            ImGui::SetTooltip("I am following you around.");+        else if (always_on == 2 && ImGui::BeginTooltip())+        {+            ImGui::ProgressBar(sinf((float)ImGui::GetTime()) * 0.5f + 0.5f, ImVec2(ImGui::GetFontSize() * 25, 0.0f));+            ImGui::EndTooltip();+        }++        ImGui::SeparatorText("Custom");++        // The following examples are passed for documentation purpose but may not be useful to most users.+        // Passing ImGuiHoveredFlags_Tooltip to IsItemHovered() will pull ImGuiHoveredFlags flags values from+        // 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on whether mouse or gamepad/keyboard is being used.+        // With default settings, ImGuiHoveredFlags_Tooltip is equivalent to ImGuiHoveredFlags_DelayShort + ImGuiHoveredFlags_Stationary.+        ImGui::Button("Manual", sz);+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip))+            ImGui::SetTooltip("I am a manually emitted tooltip");++        ImGui::Button("DelayNone", sz);+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNone))+            ImGui::SetTooltip("I am a tooltip with no delay.");++        ImGui::Button("DelayShort", sz);+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_NoSharedDelay))+            ImGui::SetTooltip("I am a tooltip with a short delay (%0.2f sec).", ImGui::GetStyle().HoverDelayShort);++        ImGui::Button("DelayLong", sz);+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay))+            ImGui::SetTooltip("I am a tooltip with a long delay (%0.2f sec)", ImGui::GetStyle().HoverDelayNormal);++        ImGui::Button("Stationary", sz);+        if (ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary))+            ImGui::SetTooltip("I am a tooltip requiring mouse to be stationary before activating.");++        ImGui::TreePop();+    }++    // Testing ImGuiOnceUponAFrame helper.+    //static ImGuiOnceUponAFrame once;+    //for (int i = 0; i < 5; i++)+    //    if (once)+    //        ImGui::Text("This will be displayed only once.");++    IMGUI_DEMO_MARKER("Widgets/Trees");+    if (ImGui::TreeNode("Trees"))+    {+        IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees");+        if (ImGui::TreeNode("Basic trees"))+        {+            for (int i = 0; i < 5; i++)+            {+                // Use SetNextItemOpen() so set the default state of a node to be open. We could+                // also use TreeNodeEx() with the ImGuiTreeNodeFlags_DefaultOpen flag to achieve the same thing!+                if (i == 0)+                    ImGui::SetNextItemOpen(true, ImGuiCond_Once);++                if (ImGui::TreeNode((void*)(intptr_t)i, "Child %d", i))+                {+                    ImGui::Text("blah blah");+                    ImGui::SameLine();+                    if (ImGui::SmallButton("button")) {}+                    ImGui::TreePop();+                }+            }+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes");+        if (ImGui::TreeNode("Advanced, with Selectable nodes"))+        {+            HelpMarker(+                "This is a more typical looking tree with selectable nodes.\n"+                "Click to select, CTRL+Click to toggle, click on arrows or double-click to open.");+            static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth;+            static bool align_label_with_current_x_position = false;+            static bool test_drag_and_drop = false;+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow",       &base_flags, ImGuiTreeNodeFlags_OpenOnArrow);+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick);+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth",    &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node.");+            ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth",     &base_flags, ImGuiTreeNodeFlags_SpanFullWidth);+            ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position);+            ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop);+            ImGui::Text("Hello!");+            if (align_label_with_current_x_position)+                ImGui::Unindent(ImGui::GetTreeNodeToLabelSpacing());++            // 'selection_mask' is dumb representation of what may be user-side selection state.+            //  You may retain selection state inside or outside your objects in whatever format you see fit.+            // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end+            /// of the loop. May be a pointer to your own node type, etc.+            static int selection_mask = (1 << 2);+            int node_clicked = -1;+            for (int i = 0; i < 6; i++)+            {+                // Disable the default "open on single-click behavior" + set Selected flag according to our selection.+                // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.+                ImGuiTreeNodeFlags node_flags = base_flags;+                const bool is_selected = (selection_mask & (1 << i)) != 0;+                if (is_selected)+                    node_flags |= ImGuiTreeNodeFlags_Selected;+                if (i < 3)+                {+                    // Items 0..2 are Tree Node+                    bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);+                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())+                        node_clicked = i;+                    if (test_drag_and_drop && ImGui::BeginDragDropSource())+                    {+                        ImGui::SetDragDropPayload("_TREENODE", NULL, 0);+                        ImGui::Text("This is a drag and drop source");+                        ImGui::EndDragDropSource();+                    }+                    if (node_open)+                    {+                        ImGui::BulletText("Blah blah\nBlah Blah");+                        ImGui::TreePop();+                    }+                }+                else+                {+                    // Items 3..5 are Tree Leaves+                    // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can+                    // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().+                    node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet+                    ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);+                    if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())+                        node_clicked = i;+                    if (test_drag_and_drop && ImGui::BeginDragDropSource())+                    {+                        ImGui::SetDragDropPayload("_TREENODE", NULL, 0);+                        ImGui::Text("This is a drag and drop source");+                        ImGui::EndDragDropSource();+                    }+                }+            }+            if (node_clicked != -1)+            {+                // Update selection state+                // (process outside of tree loop to avoid visual inconsistencies during the clicking frame)+                if (ImGui::GetIO().KeyCtrl)+                    selection_mask ^= (1 << node_clicked);          // CTRL+click to toggle+                else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection+                    selection_mask = (1 << node_clicked);           // Click to single-select+            }+            if (align_label_with_current_x_position)+                ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing());+            ImGui::TreePop();+        }+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Collapsing Headers");+    if (ImGui::TreeNode("Collapsing Headers"))+    {+        static bool closable_group = true;+        ImGui::Checkbox("Show 2nd header", &closable_group);+        if (ImGui::CollapsingHeader("Header", ImGuiTreeNodeFlags_None))+        {+            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());+            for (int i = 0; i < 5; i++)+                ImGui::Text("Some content %d", i);+        }+        if (ImGui::CollapsingHeader("Header with a close button", &closable_group))+        {+            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());+            for (int i = 0; i < 5; i++)+                ImGui::Text("More content %d", i);+        }+        /*+        if (ImGui::CollapsingHeader("Header with a bullet", ImGuiTreeNodeFlags_Bullet))+            ImGui::Text("IsItemHovered: %d", ImGui::IsItemHovered());+        */+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Bullets");+    if (ImGui::TreeNode("Bullets"))+    {+        ImGui::BulletText("Bullet point 1");+        ImGui::BulletText("Bullet point 2\nOn multiple lines");+        if (ImGui::TreeNode("Tree node"))+        {+            ImGui::BulletText("Another bullet point");+            ImGui::TreePop();+        }+        ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)");+        ImGui::Bullet(); ImGui::SmallButton("Button");+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Text");+    if (ImGui::TreeNode("Text"))+    {+        IMGUI_DEMO_MARKER("Widgets/Text/Colored Text");+        if (ImGui::TreeNode("Colorful Text"))+        {+            // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.+            ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink");+            ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow");+            ImGui::TextDisabled("Disabled");+            ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle.");+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping");+        if (ImGui::TreeNode("Word Wrapping"))+        {+            // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.+            ImGui::TextWrapped(+                "This text should automatically wrap on the edge of the window. The current implementation "+                "for text wrapping follows simple rules suitable for English and possibly other languages.");+            ImGui::Spacing();++            static float wrap_width = 200.0f;+            ImGui::SliderFloat("Wrap width", &wrap_width, -20, 600, "%.0f");++            ImDrawList* draw_list = ImGui::GetWindowDrawList();+            for (int n = 0; n < 2; n++)+            {+                ImGui::Text("Test paragraph %d:", n);+                ImVec2 pos = ImGui::GetCursorScreenPos();+                ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y);+                ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight());+                ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width);+                if (n == 0)+                    ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width);+                else+                    ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee   ffffffff. gggggggg!hhhhhhhh");++                // Draw actual text bounding box, following by marker of our expected limit (should not overlap!)+                draw_list->AddRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax(), IM_COL32(255, 255, 0, 255));+                draw_list->AddRectFilled(marker_min, marker_max, IM_COL32(255, 0, 255, 255));+                ImGui::PopTextWrapPos();+            }++            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text");+        if (ImGui::TreeNode("UTF-8 Text"))+        {+            // UTF-8 test with Japanese characters+            // (Needs a suitable font? Try "Google Noto" or "Arial Unicode". See docs/FONTS.md for details.)+            // - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8+            // - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. in Visual Studio, you+            //   can save your source files as 'UTF-8 without signature').+            // - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8+            //   CHARACTERS IN THIS SOURCE FILE. Instead we are encoding a few strings with hexadecimal constants.+            //   Don't do this in your application! Please use u8"text in any language" in your application!+            // Note that characters values are preserved even by InputText() if the font cannot be displayed,+            // so you can safely copy & paste garbled characters into another application.+            ImGui::TextWrapped(+                "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. "+                "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "+                "Read docs/FONTS.md for details.");+            ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.+            ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");+            static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";+            //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis+            ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));+            ImGui::TreePop();+        }+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Images");+    if (ImGui::TreeNode("Images"))+    {+        ImGuiIO& io = ImGui::GetIO();+        ImGui::TextWrapped(+            "Below we are displaying the font texture (which is the only texture we have access to in this demo). "+            "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. "+            "Hover the texture for a zoomed view!");++        // Below we are displaying the font texture because it is the only texture we have access to inside the demo!+        // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that+        // will be passed to the rendering backend via the ImDrawCmd structure.+        // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top+        // of their respective source file to specify what they expect to be stored in ImTextureID, for example:+        // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer+        // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.+        // More:+        // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers+        //   to ImGui::Image(), and gather width/height through your own functions, etc.+        // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,+        //   it will help you debug issues if you are confused about it.+        // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().+        // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md+        // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples+        ImTextureID my_tex_id = io.Fonts->TexID;+        float my_tex_w = (float)io.Fonts->TexWidth;+        float my_tex_h = (float)io.Fonts->TexHeight;+        {+            static bool use_text_color_for_tint = false;+            ImGui::Checkbox("Use Text Color for Tint", &use_text_color_for_tint);+            ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);+            ImVec2 pos = ImGui::GetCursorScreenPos();+            ImVec2 uv_min = ImVec2(0.0f, 0.0f);                 // Top-left+            ImVec2 uv_max = ImVec2(1.0f, 1.0f);                 // Lower-right+            ImVec4 tint_col = use_text_color_for_tint ? ImGui::GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);   // No tint+            ImVec4 border_col = ImGui::GetStyleColorVec4(ImGuiCol_Border);+            ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col);+            if (ImGui::BeginItemTooltip())+            {+                float region_sz = 32.0f;+                float region_x = io.MousePos.x - pos.x - region_sz * 0.5f;+                float region_y = io.MousePos.y - pos.y - region_sz * 0.5f;+                float zoom = 4.0f;+                if (region_x < 0.0f) { region_x = 0.0f; }+                else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; }+                if (region_y < 0.0f) { region_y = 0.0f; }+                else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; }+                ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y);+                ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz);+                ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h);+                ImVec2 uv1 = ImVec2((region_x + region_sz) / my_tex_w, (region_y + region_sz) / my_tex_h);+                ImGui::Image(my_tex_id, ImVec2(region_sz * zoom, region_sz * zoom), uv0, uv1, tint_col, border_col);+                ImGui::EndTooltip();+            }+        }++        IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");+        ImGui::TextWrapped("And now some textured buttons..");+        static int pressed_count = 0;+        for (int i = 0; i < 8; i++)+        {+            // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures.+            // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation.+            // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples+            ImGui::PushID(i);+            if (i > 0)+                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f));+            ImVec2 size = ImVec2(32.0f, 32.0f);                         // Size of the image we want to make visible+            ImVec2 uv0 = ImVec2(0.0f, 0.0f);                            // UV coordinates for lower-left+            ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);    // UV coordinates for (32,32) in our texture+            ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f);             // Black background+            ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);           // No tint+            if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col))+                pressed_count += 1;+            if (i > 0)+                ImGui::PopStyleVar();+            ImGui::PopID();+            ImGui::SameLine();+        }+        ImGui::NewLine();+        ImGui::Text("Pressed %d times.", pressed_count);+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Combo");+    if (ImGui::TreeNode("Combo"))+    {+        // Combo Boxes are also called "Dropdown" in other systems+        // Expose flags as checkbox for the demo+        static ImGuiComboFlags flags = 0;+        ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);+        ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo");+        if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton))+            flags &= ~ImGuiComboFlags_NoPreview;     // Clear the other flag, as we cannot combine both+        if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview))+            flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both++        // Using the generic BeginCombo() API, you have full control over how to display the combo contents.+        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively+        // stored in the object itself, etc.)+        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };+        static int item_current_idx = 0; // Here we store our selection data as an index.+        const char* combo_preview_value = items[item_current_idx];  // Pass in the preview value visible before opening the combo (it could be anything)+        if (ImGui::BeginCombo("combo 1", combo_preview_value, flags))+        {+            for (int n = 0; n < IM_ARRAYSIZE(items); n++)+            {+                const bool is_selected = (item_current_idx == n);+                if (ImGui::Selectable(items[n], is_selected))+                    item_current_idx = n;++                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)+                if (is_selected)+                    ImGui::SetItemDefaultFocus();+            }+            ImGui::EndCombo();+        }++        // Simplified one-liner Combo() API, using values packed in a single constant string+        // This is a convenience for when the selection set is small and known at compile-time.+        static int item_current_2 = 0;+        ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");++        // Simplified one-liner Combo() using an array of const char*+        // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control.+        static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview+        ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items));++        // Simplified one-liner Combo() using an accessor function+        struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } };+        static int item_current_4 = 0;+        ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items));++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/List Boxes");+    if (ImGui::TreeNode("List boxes"))+    {+        // Using the generic BeginListBox() API, you have full control over how to display the combo contents.+        // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively+        // stored in the object itself, etc.)+        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" };+        static int item_current_idx = 0; // Here we store our selection data as an index.+        if (ImGui::BeginListBox("listbox 1"))+        {+            for (int n = 0; n < IM_ARRAYSIZE(items); n++)+            {+                const bool is_selected = (item_current_idx == n);+                if (ImGui::Selectable(items[n], is_selected))+                    item_current_idx = n;++                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)+                if (is_selected)+                    ImGui::SetItemDefaultFocus();+            }+            ImGui::EndListBox();+        }++        // Custom size: use all width, 5 items tall+        ImGui::Text("Full-width:");+        if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing())))+        {+            for (int n = 0; n < IM_ARRAYSIZE(items); n++)+            {+                const bool is_selected = (item_current_idx == n);+                if (ImGui::Selectable(items[n], is_selected))+                    item_current_idx = n;++                // Set the initial focus when opening the combo (scrolling + keyboard navigation focus)+                if (is_selected)+                    ImGui::SetItemDefaultFocus();+            }+            ImGui::EndListBox();+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Selectables");+    if (ImGui::TreeNode("Selectables"))+    {+        // Selectable() has 2 overloads:+        // - The one taking "bool selected" as a read-only selection information.+        //   When Selectable() has been clicked it returns true and you can alter selection state accordingly.+        // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)+        // The earlier is more flexible, as in real application your selection may be stored in many different ways+        // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).+        IMGUI_DEMO_MARKER("Widgets/Selectables/Basic");+        if (ImGui::TreeNode("Basic"))+        {+            static bool selection[5] = { false, true, false, false };+            ImGui::Selectable("1. I am selectable", &selection[0]);+            ImGui::Selectable("2. I am selectable", &selection[1]);+            ImGui::Selectable("3. I am selectable", &selection[2]);+            if (ImGui::Selectable("4. I am double clickable", selection[3], ImGuiSelectableFlags_AllowDoubleClick))+                if (ImGui::IsMouseDoubleClicked(0))+                    selection[3] = !selection[3];+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection");+        if (ImGui::TreeNode("Selection State: Single Selection"))+        {+            static int selected = -1;+            for (int n = 0; n < 5; n++)+            {+                char buf[32];+                sprintf(buf, "Object %d", n);+                if (ImGui::Selectable(buf, selected == n))+                    selected = n;+            }+            ImGui::TreePop();+        }+        IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection");+        if (ImGui::TreeNode("Selection State: Multiple Selection"))+        {+            HelpMarker("Hold CTRL and click to select multiple items.");+            static bool selection[5] = { false, false, false, false, false };+            for (int n = 0; n < 5; n++)+            {+                char buf[32];+                sprintf(buf, "Object %d", n);+                if (ImGui::Selectable(buf, selection[n]))+                {+                    if (!ImGui::GetIO().KeyCtrl)    // Clear selection when CTRL is not held+                        memset(selection, 0, sizeof(selection));+                    selection[n] ^= 1;+                }+            }+            ImGui::TreePop();+        }+        IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more items on the same line");+        if (ImGui::TreeNode("Rendering more items on the same line"))+        {+            // (1) Using SetNextItemAllowOverlap()+            // (2) Using the Selectable() override that takes "bool* p_selected" parameter, the bool value is toggled automatically.+            static bool selected[3] = { false, false, false };+            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("main.c",    &selected[0]); ImGui::SameLine(); ImGui::SmallButton("Link 1");+            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(); ImGui::SmallButton("Link 2");+            ImGui::SetNextItemAllowOverlap(); ImGui::Selectable("Hello.h",   &selected[2]); ImGui::SameLine(); ImGui::SmallButton("Link 3");+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Selectables/In columns");+        if (ImGui::TreeNode("In columns"))+        {+            static bool selected[10] = {};++            if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))+            {+                for (int i = 0; i < 10; i++)+                {+                    char label[32];+                    sprintf(label, "Item %d", i);+                    ImGui::TableNextColumn();+                    ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap+                }+                ImGui::EndTable();+            }+            ImGui::Spacing();+            if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders))+            {+                for (int i = 0; i < 10; i++)+                {+                    char label[32];+                    sprintf(label, "Item %d", i);+                    ImGui::TableNextRow();+                    ImGui::TableNextColumn();+                    ImGui::Selectable(label, &selected[i], ImGuiSelectableFlags_SpanAllColumns);+                    ImGui::TableNextColumn();+                    ImGui::Text("Some other contents");+                    ImGui::TableNextColumn();+                    ImGui::Text("123456");+                }+                ImGui::EndTable();+            }+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Selectables/Grid");+        if (ImGui::TreeNode("Grid"))+        {+            static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };++            // Add in a bit of silly fun...+            const float time = (float)ImGui::GetTime();+            const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected...+            if (winning_state)+                ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f)));++            for (int y = 0; y < 4; y++)+                for (int x = 0; x < 4; x++)+                {+                    if (x > 0)+                        ImGui::SameLine();+                    ImGui::PushID(y * 4 + x);+                    if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50)))+                    {+                        // Toggle clicked cell + toggle neighbors+                        selected[y][x] ^= 1;+                        if (x > 0) { selected[y][x - 1] ^= 1; }+                        if (x < 3) { selected[y][x + 1] ^= 1; }+                        if (y > 0) { selected[y - 1][x] ^= 1; }+                        if (y < 3) { selected[y + 1][x] ^= 1; }+                    }+                    ImGui::PopID();+                }++            if (winning_state)+                ImGui::PopStyleVar();+            ImGui::TreePop();+        }+        IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment");+        if (ImGui::TreeNode("Alignment"))+        {+            HelpMarker(+                "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item "+                "basis using PushStyleVar(). You'll probably want to always keep your default situation to "+                "left-align otherwise it becomes difficult to layout multiple items on a same line");+            static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true };+            for (int y = 0; y < 3; y++)+            {+                for (int x = 0; x < 3; x++)+                {+                    ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f);+                    char name[32];+                    sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y);+                    if (x > 0) ImGui::SameLine();+                    ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment);+                    ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80));+                    ImGui::PopStyleVar();+                }+            }+            ImGui::TreePop();+        }+        ImGui::TreePop();+    }++    // To wire InputText() with std::string or any other custom string type,+    // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.+    IMGUI_DEMO_MARKER("Widgets/Text Input");+    if (ImGui::TreeNode("Text Input"))+    {+        IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input");+        if (ImGui::TreeNode("Multi-line Text Input"))+        {+            // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize+            // and the code in misc/cpp/imgui_stdlib.h for how to setup InputText() for dynamically resizing strings.+            static char text[1024 * 16] =+                "/*\n"+                " The Pentium F00F bug, shorthand for F0 0F C7 C8,\n"+                " the hexadecimal encoding of one offending instruction,\n"+                " more formally, the invalid operand with locked CMPXCHG8B\n"+                " instruction bug, is a design flaw in the majority of\n"+                " Intel Pentium, Pentium MMX, and Pentium OverDrive\n"+                " processors (all in the P5 microarchitecture).\n"+                "*/\n\n"+                "label:\n"+                "\tlock cmpxchg8b eax\n";++            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput;+            HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include <string> in here)");+            ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);+            ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput);+            ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine);+            ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags);+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input");+        if (ImGui::TreeNode("Filtered Text Input"))+        {+            struct TextFilters+            {+                // Modify character input by altering 'data->Eventchar' (ImGuiInputTextFlags_CallbackCharFilter callback)+                static int FilterCasingSwap(ImGuiInputTextCallbackData* data)+                {+                    if (data->EventChar >= 'a' && data->EventChar <= 'z')       { data->EventChar -= 'a' - 'A'; } // Lowercase becomes uppercase+                    else if (data->EventChar >= 'A' && data->EventChar <= 'Z')  { data->EventChar += 'a' - 'A'; } // Uppercase becomes lowercase+                    return 0;+                }++                // Return 0 (pass) if the character is 'i' or 'm' or 'g' or 'u' or 'i', otherwise return 1 (filter out)+                static int FilterImGuiLetters(ImGuiInputTextCallbackData* data)+                {+                    if (data->EventChar < 256 && strchr("imgui", (char)data->EventChar))+                        return 0;+                    return 1;+                }+            };++            static char buf1[32] = ""; ImGui::InputText("default",     buf1, 32);+            static char buf2[32] = ""; ImGui::InputText("decimal",     buf2, 32, ImGuiInputTextFlags_CharsDecimal);+            static char buf3[32] = ""; ImGui::InputText("hexadecimal", buf3, 32, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);+            static char buf4[32] = ""; ImGui::InputText("uppercase",   buf4, 32, ImGuiInputTextFlags_CharsUppercase);+            static char buf5[32] = ""; ImGui::InputText("no blank",    buf5, 32, ImGuiInputTextFlags_CharsNoBlank);+            static char buf6[32] = ""; ImGui::InputText("casing swap", buf6, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterCasingSwap); // Use CharFilter callback to replace characters.+            static char buf7[32] = ""; ImGui::InputText("\"imgui\"",   buf7, 32, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); // Use CharFilter callback to disable some characters.+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Text Input/Password input");+        if (ImGui::TreeNode("Password Input"))+        {+            static char password[64] = "password123";+            ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);+            ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n");+            ImGui::InputTextWithHint("password (w/ hint)", "<password>", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password);+            ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password));+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Text Input/Completion, History, Edit Callbacks");+        if (ImGui::TreeNode("Completion, History, Edit Callbacks"))+        {+            struct Funcs+            {+                static int MyCallback(ImGuiInputTextCallbackData* data)+                {+                    if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion)+                    {+                        data->InsertChars(data->CursorPos, "..");+                    }+                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory)+                    {+                        if (data->EventKey == ImGuiKey_UpArrow)+                        {+                            data->DeleteChars(0, data->BufTextLen);+                            data->InsertChars(0, "Pressed Up!");+                            data->SelectAll();+                        }+                        else if (data->EventKey == ImGuiKey_DownArrow)+                        {+                            data->DeleteChars(0, data->BufTextLen);+                            data->InsertChars(0, "Pressed Down!");+                            data->SelectAll();+                        }+                    }+                    else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit)+                    {+                        // Toggle casing of first character+                        char c = data->Buf[0];+                        if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32;+                        data->BufDirty = true;++                        // Increment a counter+                        int* p_int = (int*)data->UserData;+                        *p_int = *p_int + 1;+                    }+                    return 0;+                }+            };+            static char buf1[64];+            ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback);+            ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");++            static char buf2[64];+            ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback);+            ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback.");++            static char buf3[64];+            static int edit_count = 0;+            ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count);+            ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edit + count edits.");+            ImGui::SameLine(); ImGui::Text("(%d)", edit_count);++            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback");+        if (ImGui::TreeNode("Resize Callback"))+        {+            // To wire InputText() with std::string or any other custom string type,+            // you can use the ImGuiInputTextFlags_CallbackResize flag + create a custom ImGui::InputText() wrapper+            // using your preferred type. See misc/cpp/imgui_stdlib.h for an implementation of this using std::string.+            HelpMarker(+                "Using ImGuiInputTextFlags_CallbackResize to wire your custom string type to InputText().\n\n"+                "See misc/cpp/imgui_stdlib.h for an implementation of this for std::string.");+            struct Funcs+            {+                static int MyResizeCallback(ImGuiInputTextCallbackData* data)+                {+                    if (data->EventFlag == ImGuiInputTextFlags_CallbackResize)+                    {+                        ImVector<char>* my_str = (ImVector<char>*)data->UserData;+                        IM_ASSERT(my_str->begin() == data->Buf);+                        my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1+                        data->Buf = my_str->begin();+                    }+                    return 0;+                }++                // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace.+                // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)'+                static bool MyInputTextMultiline(const char* label, ImVector<char>* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0)+                {+                    IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0);+                    return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str);+                }+            };++            // For this demo we are using ImVector as a string container.+            // Note that because we need to store a terminating zero character, our size/capacity are 1 more+            // than usually reported by a typical string class.+            static ImVector<char> my_str;+            if (my_str.empty())+                my_str.push_back(0);+            Funcs::MyInputTextMultiline("##MyStr", &my_str, ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16));+            ImGui::Text("Data: %p\nSize: %d\nCapacity: %d", (void*)my_str.begin(), my_str.size(), my_str.capacity());+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Text Input/Miscellaneous");+        if (ImGui::TreeNode("Miscellaneous"))+        {+            static char buf1[16];+            static ImGuiInputTextFlags flags = ImGuiInputTextFlags_EscapeClearsAll;+            ImGui::CheckboxFlags("ImGuiInputTextFlags_EscapeClearsAll", &flags, ImGuiInputTextFlags_EscapeClearsAll);+            ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly);+            ImGui::CheckboxFlags("ImGuiInputTextFlags_NoUndoRedo", &flags, ImGuiInputTextFlags_NoUndoRedo);+            ImGui::InputText("Hello", buf1, IM_ARRAYSIZE(buf1), flags);+            ImGui::TreePop();+        }++        ImGui::TreePop();+    }++    // Tabs+    IMGUI_DEMO_MARKER("Widgets/Tabs");+    if (ImGui::TreeNode("Tabs"))+    {+        IMGUI_DEMO_MARKER("Widgets/Tabs/Basic");+        if (ImGui::TreeNode("Basic"))+        {+            ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;+            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))+            {+                if (ImGui::BeginTabItem("Avocado"))+                {+                    ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");+                    ImGui::EndTabItem();+                }+                if (ImGui::BeginTabItem("Broccoli"))+                {+                    ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");+                    ImGui::EndTabItem();+                }+                if (ImGui::BeginTabItem("Cucumber"))+                {+                    ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");+                    ImGui::EndTabItem();+                }+                ImGui::EndTabBar();+            }+            ImGui::Separator();+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button");+        if (ImGui::TreeNode("Advanced & Close Button"))+        {+            // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).+            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable;+            ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable);+            ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs);+            ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);+            ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton);+            if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)+                tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_;+            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))+                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);+            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))+                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);++            // Tab Bar+            const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" };+            static bool opened[4] = { true, true, true, true }; // Persistent user state+            for (int n = 0; n < IM_ARRAYSIZE(opened); n++)+            {+                if (n > 0) { ImGui::SameLine(); }+                ImGui::Checkbox(names[n], &opened[n]);+            }++            // Passing a bool* to BeginTabItem() is similar to passing one to Begin():+            // the underlying bool will be set to false when the tab is closed.+            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))+            {+                for (int n = 0; n < IM_ARRAYSIZE(opened); n++)+                    if (opened[n] && ImGui::BeginTabItem(names[n], &opened[n], ImGuiTabItemFlags_None))+                    {+                        ImGui::Text("This is the %s tab!", names[n]);+                        if (n & 1)+                            ImGui::Text("I am an odd tab.");+                        ImGui::EndTabItem();+                    }+                ImGui::EndTabBar();+            }+            ImGui::Separator();+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags");+        if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))+        {+            static ImVector<int> active_tabs;+            static int next_tab_id = 0;+            if (next_tab_id == 0) // Initialize with some default tabs+                for (int i = 0; i < 3; i++)+                    active_tabs.push_back(next_tab_id++);++            // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together.+            // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags...+            // but they tend to make more sense together)+            static bool show_leading_button = true;+            static bool show_trailing_button = true;+            ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button);+            ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button);++            // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs+            static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown;+            ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton);+            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown))+                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown);+            if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll))+                tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll);++            if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))+            {+                // Demo a Leading TabItemButton(): click the "?" button to open a menu+                if (show_leading_button)+                    if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip))+                        ImGui::OpenPopup("MyHelpMenu");+                if (ImGui::BeginPopup("MyHelpMenu"))+                {+                    ImGui::Selectable("Hello!");+                    ImGui::EndPopup();+                }++                // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+")+                // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end.+                if (show_trailing_button)+                    if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip))+                        active_tabs.push_back(next_tab_id++); // Add new tab++                // Submit our regular tabs+                for (int n = 0; n < active_tabs.Size; )+                {+                    bool open = true;+                    char name[16];+                    snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]);+                    if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None))+                    {+                        ImGui::Text("This is the %s tab!", name);+                        ImGui::EndTabItem();+                    }++                    if (!open)+                        active_tabs.erase(active_tabs.Data + n);+                    else+                        n++;+                }++                ImGui::EndTabBar();+            }+            ImGui::Separator();+            ImGui::TreePop();+        }+        ImGui::TreePop();+    }++    // Plot/Graph widgets are not very good.+    // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot+    // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)+    IMGUI_DEMO_MARKER("Widgets/Plotting");+    if (ImGui::TreeNode("Plotting"))+    {+        static bool animate = true;+        ImGui::Checkbox("Animate", &animate);++        // Plot as lines and plot as histogram+        IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram");+        static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };+        ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));+        ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));++        // Fill an array of contiguous float values to plot+        // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float+        // and the sizeof() of your structure in the "stride" parameter.+        static float values[90] = {};+        static int values_offset = 0;+        static double refresh_time = 0.0;+        if (!animate || refresh_time == 0.0)+            refresh_time = ImGui::GetTime();+        while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo+        {+            static float phase = 0.0f;+            values[values_offset] = cosf(phase);+            values_offset = (values_offset + 1) % IM_ARRAYSIZE(values);+            phase += 0.10f * values_offset;+            refresh_time += 1.0f / 60.0f;+        }++        // Plots can display overlay texts+        // (in this example, we will display an average value)+        {+            float average = 0.0f;+            for (int n = 0; n < IM_ARRAYSIZE(values); n++)+                average += values[n];+            average /= (float)IM_ARRAYSIZE(values);+            char overlay[32];+            sprintf(overlay, "avg %f", average);+            ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f));+        }++        // Use functions to generate output+        // FIXME: This is actually VERY awkward because current plot API only pass in indices.+        // We probably want an API passing floats and user provide sample rate/count.+        struct Funcs+        {+            static float Sin(void*, int i) { return sinf(i * 0.1f); }+            static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; }+        };+        static int func_type = 0, display_count = 70;+        ImGui::SeparatorText("Functions");+        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);+        ImGui::Combo("func", &func_type, "Sin\0Saw\0");+        ImGui::SameLine();+        ImGui::SliderInt("Sample count", &display_count, 1, 400);+        float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw;+        ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));+        ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80));+        ImGui::Separator();++        // Animate a simple progress bar+        IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar");+        static float progress = 0.0f, progress_dir = 1.0f;+        if (animate)+        {+            progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime;+            if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; }+            if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; }+        }++        // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width,+        // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth.+        ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f));+        ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);+        ImGui::Text("Progress Bar");++        float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f);+        char buf[32];+        sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753);+        ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf);+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Color");+    if (ImGui::TreeNode("Color/Picker Widgets"))+    {+        static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);++        static bool alpha_preview = true;+        static bool alpha_half_preview = false;+        static bool drag_and_drop = true;+        static bool options_menu = true;+        static bool hdr = false;+        ImGui::SeparatorText("Options");+        ImGui::Checkbox("With Alpha Preview", &alpha_preview);+        ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview);+        ImGui::Checkbox("With Drag and Drop", &drag_and_drop);+        ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options.");+        ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");+        ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);++        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit");+        ImGui::SeparatorText("Inline color editor");+        ImGui::Text("Color widget:");+        ImGui::SameLine(); HelpMarker(+            "Click on the color square to open a color picker.\n"+            "CTRL+click on individual component to input value.\n");+        ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);++        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)");+        ImGui::Text("Color widget HSV with Alpha:");+        ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);++        IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)");+        ImGui::Text("Color widget with Float Display:");+        ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);++        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)");+        ImGui::Text("Color button with Picker:");+        ImGui::SameLine(); HelpMarker(+            "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n"+            "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only "+            "be used for the tooltip and picker popup.");+        ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);++        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)");+        ImGui::Text("Color button with Custom Picker Popup:");++        // Generate a default palette. The palette will persist and can be edited.+        static bool saved_palette_init = true;+        static ImVec4 saved_palette[32] = {};+        if (saved_palette_init)+        {+            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)+            {+                ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f,+                    saved_palette[n].x, saved_palette[n].y, saved_palette[n].z);+                saved_palette[n].w = 1.0f; // Alpha+            }+            saved_palette_init = false;+        }++        static ImVec4 backup_color;+        bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags);+        ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x);+        open_popup |= ImGui::Button("Palette");+        if (open_popup)+        {+            ImGui::OpenPopup("mypicker");+            backup_color = color;+        }+        if (ImGui::BeginPopup("mypicker"))+        {+            ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!");+            ImGui::Separator();+            ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview);+            ImGui::SameLine();++            ImGui::BeginGroup(); // Lock X position+            ImGui::Text("Current");+            ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40));+            ImGui::Text("Previous");+            if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)))+                color = backup_color;+            ImGui::Separator();+            ImGui::Text("Palette");+            for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++)+            {+                ImGui::PushID(n);+                if ((n % 8) != 0)+                    ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y);++                ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip;+                if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20)))+                    color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha!++                // Allow user to drop colors into each palette entry. Note that ColorButton() is already a+                // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag.+                if (ImGui::BeginDragDropTarget())+                {+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))+                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3);+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))+                        memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4);+                    ImGui::EndDragDropTarget();+                }++                ImGui::PopID();+            }+            ImGui::EndGroup();+            ImGui::EndPopup();+        }++        IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)");+        ImGui::Text("Color button only:");+        static bool no_border = false;+        ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);+        ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));++        IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker");+        ImGui::SeparatorText("Color picker");+        static bool alpha = true;+        static bool alpha_bar = true;+        static bool side_preview = true;+        static bool ref_color = false;+        static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f);+        static int display_mode = 0;+        static int picker_mode = 0;+        ImGui::Checkbox("With Alpha", &alpha);+        ImGui::Checkbox("With Alpha Bar", &alpha_bar);+        ImGui::Checkbox("With Side Preview", &side_preview);+        if (side_preview)+        {+            ImGui::SameLine();+            ImGui::Checkbox("With Ref Color", &ref_color);+            if (ref_color)+            {+                ImGui::SameLine();+                ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags);+            }+        }+        ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0");+        ImGui::SameLine(); HelpMarker(+            "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, "+            "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex "+            "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");+        ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode.");+        ImGuiColorEditFlags flags = misc_flags;+        if (!alpha)            flags |= ImGuiColorEditFlags_NoAlpha;        // This is by default if you call ColorPicker3() instead of ColorPicker4()+        if (alpha_bar)         flags |= ImGuiColorEditFlags_AlphaBar;+        if (!side_preview)     flags |= ImGuiColorEditFlags_NoSidePreview;+        if (picker_mode == 1)  flags |= ImGuiColorEditFlags_PickerHueBar;+        if (picker_mode == 2)  flags |= ImGuiColorEditFlags_PickerHueWheel;+        if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs;       // Disable all RGB/HSV/Hex displays+        if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB;     // Override display mode+        if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV;+        if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex;+        ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL);++        ImGui::Text("Set defaults in code:");+        ImGui::SameLine(); HelpMarker(+            "SetColorEditOptions() is designed to allow you to set boot-time default.\n"+            "We don't have Push/Pop functions because you can force options on a per-widget basis if needed,"+            "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid"+            "encouraging you to persistently save values that aren't forward-compatible.");+        if (ImGui::Button("Default: Uint8 + HSV + Hue Bar"))+            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar);+        if (ImGui::Button("Default: Float + HDR + Hue Wheel"))+            ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);++        // Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it)+        ImGui::Text("Both types:");+        float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;+        ImGui::SetNextItemWidth(w);+        ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);+        ImGui::SameLine();+        ImGui::SetNextItemWidth(w);+        ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);++        // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)+        static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!+        ImGui::Spacing();+        ImGui::Text("HSV encoded colors");+        ImGui::SameLine(); HelpMarker(+            "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV"+            "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the"+            "added benefit that you can manipulate hue values with the picker even when saturation or value are zero.");+        ImGui::Text("Color widget with InputHSV:");+        ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);+        ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float);+        ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f);++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags");+    if (ImGui::TreeNode("Drag/Slider Flags"))+    {+        // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!+        static ImGuiSliderFlags flags = ImGuiSliderFlags_None;+        ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp);+        ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click.");+        ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic);+        ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values).");+        ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat);+        ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits).");+        ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput);+        ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget.");++        // Drags+        static float drag_f = 0.5f;+        static int drag_i = 50;+        ImGui::Text("Underlying float value: %f", drag_f);+        ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags);+        ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags);+        ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags);+        ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags);+        ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags);++        // Sliders+        static float slider_f = 0.5f;+        static int slider_i = 50;+        ImGui::Text("Underlying float value: %f", slider_f);+        ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags);+        ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags);++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Range Widgets");+    if (ImGui::TreeNode("Range Widgets"))+    {+        static float begin = 10, end = 90;+        static int begin_i = 100, end_i = 1000;+        ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp);+        ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units");+        ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units");+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Data Types");+    if (ImGui::TreeNode("Data Types"))+    {+        // DragScalar/InputScalar/SliderScalar functions allow various data types+        // - signed/unsigned+        // - 8/16/32/64-bits+        // - integer/float/double+        // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum+        // to pass the type, and passing all arguments by pointer.+        // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type.+        // In practice, if you frequently use a given type that is not covered by the normal API entry points,+        // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,+        // and then pass their address to the generic function. For example:+        //   bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld")+        //   {+        //      return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format);+        //   }++        // Setup limits (as helper variables so we can take their address, as explained above)+        // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2.+        #ifndef LLONG_MIN+        ImS64 LLONG_MIN = -9223372036854775807LL - 1;+        ImS64 LLONG_MAX = 9223372036854775807LL;+        ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1);+        #endif+        const char    s8_zero  = 0,   s8_one  = 1,   s8_fifty  = 50, s8_min  = -128,        s8_max = 127;+        const ImU8    u8_zero  = 0,   u8_one  = 1,   u8_fifty  = 50, u8_min  = 0,           u8_max = 255;+        const short   s16_zero = 0,   s16_one = 1,   s16_fifty = 50, s16_min = -32768,      s16_max = 32767;+        const ImU16   u16_zero = 0,   u16_one = 1,   u16_fifty = 50, u16_min = 0,           u16_max = 65535;+        const ImS32   s32_zero = 0,   s32_one = 1,   s32_fifty = 50, s32_min = INT_MIN/2,   s32_max = INT_MAX/2,    s32_hi_a = INT_MAX/2 - 100,    s32_hi_b = INT_MAX/2;+        const ImU32   u32_zero = 0,   u32_one = 1,   u32_fifty = 50, u32_min = 0,           u32_max = UINT_MAX/2,   u32_hi_a = UINT_MAX/2 - 100,   u32_hi_b = UINT_MAX/2;+        const ImS64   s64_zero = 0,   s64_one = 1,   s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2,  s64_hi_a = LLONG_MAX/2 - 100,  s64_hi_b = LLONG_MAX/2;+        const ImU64   u64_zero = 0,   u64_one = 1,   u64_fifty = 50, u64_min = 0,           u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2;+        const float   f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f;+        const double  f64_zero = 0.,  f64_one = 1.,  f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0;++        // State+        static char   s8_v  = 127;+        static ImU8   u8_v  = 255;+        static short  s16_v = 32767;+        static ImU16  u16_v = 65535;+        static ImS32  s32_v = -1;+        static ImU32  u32_v = (ImU32)-1;+        static ImS64  s64_v = -1;+        static ImU64  u64_v = (ImU64)-1;+        static float  f32_v = 0.123f;+        static double f64_v = 90000.01234567890123456789;++        const float drag_speed = 0.2f;+        static bool drag_clamp = false;+        IMGUI_DEMO_MARKER("Widgets/Data Types/Drags");+        ImGui::SeparatorText("Drags");+        ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);+        ImGui::SameLine(); HelpMarker(+            "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n"+            "You can override the clamping limits by using CTRL+Click to input a value.");+        ImGui::DragScalar("drag s8",        ImGuiDataType_S8,     &s8_v,  drag_speed, drag_clamp ? &s8_zero  : NULL, drag_clamp ? &s8_fifty  : NULL);+        ImGui::DragScalar("drag u8",        ImGuiDataType_U8,     &u8_v,  drag_speed, drag_clamp ? &u8_zero  : NULL, drag_clamp ? &u8_fifty  : NULL, "%u ms");+        ImGui::DragScalar("drag s16",       ImGuiDataType_S16,    &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);+        ImGui::DragScalar("drag u16",       ImGuiDataType_U16,    &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");+        ImGui::DragScalar("drag s32",       ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);+        ImGui::DragScalar("drag s32 hex",   ImGuiDataType_S32,    &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");+        ImGui::DragScalar("drag u32",       ImGuiDataType_U32,    &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");+        ImGui::DragScalar("drag s64",       ImGuiDataType_S64,    &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);+        ImGui::DragScalar("drag u64",       ImGuiDataType_U64,    &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);+        ImGui::DragScalar("drag float",     ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, "%f");+        ImGui::DragScalar("drag float log", ImGuiDataType_Float,  &f32_v, 0.005f,  &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic);+        ImGui::DragScalar("drag double",    ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL,     "%.10f grams");+        ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);++        IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders");+        ImGui::SeparatorText("Sliders");+        ImGui::SliderScalar("slider s8 full",       ImGuiDataType_S8,     &s8_v,  &s8_min,   &s8_max,   "%d");+        ImGui::SliderScalar("slider u8 full",       ImGuiDataType_U8,     &u8_v,  &u8_min,   &u8_max,   "%u");+        ImGui::SliderScalar("slider s16 full",      ImGuiDataType_S16,    &s16_v, &s16_min,  &s16_max,  "%d");+        ImGui::SliderScalar("slider u16 full",      ImGuiDataType_U16,    &u16_v, &u16_min,  &u16_max,  "%u");+        ImGui::SliderScalar("slider s32 low",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty,"%d");+        ImGui::SliderScalar("slider s32 high",      ImGuiDataType_S32,    &s32_v, &s32_hi_a, &s32_hi_b, "%d");+        ImGui::SliderScalar("slider s32 full",      ImGuiDataType_S32,    &s32_v, &s32_min,  &s32_max,  "%d");+        ImGui::SliderScalar("slider s32 hex",       ImGuiDataType_S32,    &s32_v, &s32_zero, &s32_fifty, "0x%04X");+        ImGui::SliderScalar("slider u32 low",       ImGuiDataType_U32,    &u32_v, &u32_zero, &u32_fifty,"%u");+        ImGui::SliderScalar("slider u32 high",      ImGuiDataType_U32,    &u32_v, &u32_hi_a, &u32_hi_b, "%u");+        ImGui::SliderScalar("slider u32 full",      ImGuiDataType_U32,    &u32_v, &u32_min,  &u32_max,  "%u");+        ImGui::SliderScalar("slider s64 low",       ImGuiDataType_S64,    &s64_v, &s64_zero, &s64_fifty,"%" PRId64);+        ImGui::SliderScalar("slider s64 high",      ImGuiDataType_S64,    &s64_v, &s64_hi_a, &s64_hi_b, "%" PRId64);+        ImGui::SliderScalar("slider s64 full",      ImGuiDataType_S64,    &s64_v, &s64_min,  &s64_max,  "%" PRId64);+        ImGui::SliderScalar("slider u64 low",       ImGuiDataType_U64,    &u64_v, &u64_zero, &u64_fifty,"%" PRIu64 " ms");+        ImGui::SliderScalar("slider u64 high",      ImGuiDataType_U64,    &u64_v, &u64_hi_a, &u64_hi_b, "%" PRIu64 " ms");+        ImGui::SliderScalar("slider u64 full",      ImGuiDataType_U64,    &u64_v, &u64_min,  &u64_max,  "%" PRIu64 " ms");+        ImGui::SliderScalar("slider float low",     ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one);+        ImGui::SliderScalar("slider float low log", ImGuiDataType_Float,  &f32_v, &f32_zero, &f32_one,  "%.10f", ImGuiSliderFlags_Logarithmic);+        ImGui::SliderScalar("slider float high",    ImGuiDataType_Float,  &f32_v, &f32_lo_a, &f32_hi_a, "%e");+        ImGui::SliderScalar("slider double low",    ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  "%.10f grams");+        ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one,  "%.10f", ImGuiSliderFlags_Logarithmic);+        ImGui::SliderScalar("slider double high",   ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams");++        ImGui::SeparatorText("Sliders (reverse)");+        ImGui::SliderScalar("slider s8 reverse",    ImGuiDataType_S8,   &s8_v,  &s8_max,    &s8_min,   "%d");+        ImGui::SliderScalar("slider u8 reverse",    ImGuiDataType_U8,   &u8_v,  &u8_max,    &u8_min,   "%u");+        ImGui::SliderScalar("slider s32 reverse",   ImGuiDataType_S32,  &s32_v, &s32_fifty, &s32_zero, "%d");+        ImGui::SliderScalar("slider u32 reverse",   ImGuiDataType_U32,  &u32_v, &u32_fifty, &u32_zero, "%u");+        ImGui::SliderScalar("slider s64 reverse",   ImGuiDataType_S64,  &s64_v, &s64_fifty, &s64_zero, "%" PRId64);+        ImGui::SliderScalar("slider u64 reverse",   ImGuiDataType_U64,  &u64_v, &u64_fifty, &u64_zero, "%" PRIu64 " ms");++        IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs");+        static bool inputs_step = true;+        ImGui::SeparatorText("Inputs");+        ImGui::Checkbox("Show step buttons", &inputs_step);+        ImGui::InputScalar("input s8",      ImGuiDataType_S8,     &s8_v,  inputs_step ? &s8_one  : NULL, NULL, "%d");+        ImGui::InputScalar("input u8",      ImGuiDataType_U8,     &u8_v,  inputs_step ? &u8_one  : NULL, NULL, "%u");+        ImGui::InputScalar("input s16",     ImGuiDataType_S16,    &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d");+        ImGui::InputScalar("input u16",     ImGuiDataType_U16,    &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u");+        ImGui::InputScalar("input s32",     ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d");+        ImGui::InputScalar("input s32 hex", ImGuiDataType_S32,    &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X");+        ImGui::InputScalar("input u32",     ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u");+        ImGui::InputScalar("input u32 hex", ImGuiDataType_U32,    &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X");+        ImGui::InputScalar("input s64",     ImGuiDataType_S64,    &s64_v, inputs_step ? &s64_one : NULL);+        ImGui::InputScalar("input u64",     ImGuiDataType_U64,    &u64_v, inputs_step ? &u64_one : NULL);+        ImGui::InputScalar("input float",   ImGuiDataType_Float,  &f32_v, inputs_step ? &f32_one : NULL);+        ImGui::InputScalar("input double",  ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL);++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets");+    if (ImGui::TreeNode("Multi-component Widgets"))+    {+        static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };+        static int vec4i[4] = { 1, 5, 100, 255 };++        ImGui::SeparatorText("2-wide");+        ImGui::InputFloat2("input float2", vec4f);+        ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f);+        ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f);+        ImGui::InputInt2("input int2", vec4i);+        ImGui::DragInt2("drag int2", vec4i, 1, 0, 255);+        ImGui::SliderInt2("slider int2", vec4i, 0, 255);++        ImGui::SeparatorText("3-wide");+        ImGui::InputFloat3("input float3", vec4f);+        ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f);+        ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f);+        ImGui::InputInt3("input int3", vec4i);+        ImGui::DragInt3("drag int3", vec4i, 1, 0, 255);+        ImGui::SliderInt3("slider int3", vec4i, 0, 255);++        ImGui::SeparatorText("4-wide");+        ImGui::InputFloat4("input float4", vec4f);+        ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f);+        ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f);+        ImGui::InputInt4("input int4", vec4i);+        ImGui::DragInt4("drag int4", vec4i, 1, 0, 255);+        ImGui::SliderInt4("slider int4", vec4i, 0, 255);++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Vertical Sliders");+    if (ImGui::TreeNode("Vertical Sliders"))+    {+        const float spacing = 4;+        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing));++        static int int_value = 0;+        ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5);+        ImGui::SameLine();++        static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f };+        ImGui::PushID("set1");+        for (int i = 0; i < 7; i++)+        {+            if (i > 0) ImGui::SameLine();+            ImGui::PushID(i);+            ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f));+            ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f));+            ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f));+            ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f));+            ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, "");+            if (ImGui::IsItemActive() || ImGui::IsItemHovered())+                ImGui::SetTooltip("%.3f", values[i]);+            ImGui::PopStyleColor(4);+            ImGui::PopID();+        }+        ImGui::PopID();++        ImGui::SameLine();+        ImGui::PushID("set2");+        static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f };+        const int rows = 3;+        const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows));+        for (int nx = 0; nx < 4; nx++)+        {+            if (nx > 0) ImGui::SameLine();+            ImGui::BeginGroup();+            for (int ny = 0; ny < rows; ny++)+            {+                ImGui::PushID(nx * rows + ny);+                ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, "");+                if (ImGui::IsItemActive() || ImGui::IsItemHovered())+                    ImGui::SetTooltip("%.3f", values2[nx]);+                ImGui::PopID();+            }+            ImGui::EndGroup();+        }+        ImGui::PopID();++        ImGui::SameLine();+        ImGui::PushID("set3");+        for (int i = 0; i < 4; i++)+        {+            if (i > 0) ImGui::SameLine();+            ImGui::PushID(i);+            ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40);+            ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec");+            ImGui::PopStyleVar();+            ImGui::PopID();+        }+        ImGui::PopID();+        ImGui::PopStyleVar();+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Drag and drop");+    if (ImGui::TreeNode("Drag and Drop"))+    {+        IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets");+        if (ImGui::TreeNode("Drag and drop in standard widgets"))+        {+            // ColorEdit widgets automatically act as drag source and drag target.+            // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F+            // to allow your own widgets to use colors in their drag and drop interaction.+            // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo.+            HelpMarker("You can drag from the color squares.");+            static float col1[3] = { 1.0f, 0.0f, 0.2f };+            static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };+            ImGui::ColorEdit3("color 1", col1);+            ImGui::ColorEdit4("color 2", col2);+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items");+        if (ImGui::TreeNode("Drag and drop to copy/swap items"))+        {+            enum Mode+            {+                Mode_Copy,+                Mode_Move,+                Mode_Swap+            };+            static int mode = 0;+            if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine();+            if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine();+            if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; }+            static const char* names[9] =+            {+                "Bobby", "Beatrice", "Betty",+                "Brianna", "Barry", "Bernard",+                "Bibi", "Blaine", "Bryn"+            };+            for (int n = 0; n < IM_ARRAYSIZE(names); n++)+            {+                ImGui::PushID(n);+                if ((n % 3) != 0)+                    ImGui::SameLine();+                ImGui::Button(names[n], ImVec2(60, 60));++                // Our buttons are both drag sources and drag targets here!+                if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None))+                {+                    // Set payload to carry the index of our item (could be anything)+                    ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int));++                    // Display preview (could be anything, e.g. when dragging an image we could decide to display+                    // the filename and a small preview of the image, etc.)+                    if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); }+                    if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); }+                    if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); }+                    ImGui::EndDragDropSource();+                }+                if (ImGui::BeginDragDropTarget())+                {+                    if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL"))+                    {+                        IM_ASSERT(payload->DataSize == sizeof(int));+                        int payload_n = *(const int*)payload->Data;+                        if (mode == Mode_Copy)+                        {+                            names[n] = names[payload_n];+                        }+                        if (mode == Mode_Move)+                        {+                            names[n] = names[payload_n];+                            names[payload_n] = "";+                        }+                        if (mode == Mode_Swap)+                        {+                            const char* tmp = names[n];+                            names[n] = names[payload_n];+                            names[payload_n] = tmp;+                        }+                    }+                    ImGui::EndDragDropTarget();+                }+                ImGui::PopID();+            }+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)");+        if (ImGui::TreeNode("Drag to reorder items (simple)"))+        {+            // Simple reordering+            HelpMarker(+                "We don't use the drag and drop api at all here! "+                "Instead we query when the item is held but not hovered, and order items accordingly.");+            static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" };+            for (int n = 0; n < IM_ARRAYSIZE(item_names); n++)+            {+                const char* item = item_names[n];+                ImGui::Selectable(item);++                if (ImGui::IsItemActive() && !ImGui::IsItemHovered())+                {+                    int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1);+                    if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names))+                    {+                        item_names[n] = item_names[n_next];+                        item_names[n_next] = item;+                        ImGui::ResetMouseDragDelta();+                    }+                }+            }+            ImGui::TreePop();+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)");+    if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)"))+    {+        // Select an item type+        const char* item_names[] =+        {+            "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat",+            "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"+        };+        static int item_type = 4;+        static bool item_disabled = false;+        ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names));+        ImGui::SameLine();+        HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");+        ImGui::Checkbox("Item Disabled",  &item_disabled);++        // Submit selected items so we can query their status in the code following it.+        bool ret = false;+        static bool b = false;+        static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };+        static char str[16] = {};+        if (item_disabled)+            ImGui::BeginDisabled(true);+        if (item_type == 0) { ImGui::Text("ITEM: Text"); }                                              // Testing text items with no identifier/interaction+        if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); }                                    // Testing button+        if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater)+        if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); }                            // Testing checkbox+        if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); }   // Testing basic item+        if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); }  // Testing input text (which handles tabbing)+        if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window)+        if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); }               // Testing +/- buttons on scalar input+        if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); }                   // Testing multi-component items (IsItemXXX flags are reported merged)+        if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); }                     // Testing multi-component items (IsItemXXX flags are reported merged)+        if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); }                            // Testing selectable item+        if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); }                                // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)+        if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); }     // Testing tree node+        if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.+        if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }+        if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }++        bool hovered_delay_none = ImGui::IsItemHovered();+        bool hovered_delay_stationary = ImGui::IsItemHovered(ImGuiHoveredFlags_Stationary);+        bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort);+        bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal);+        bool hovered_delay_tooltip = ImGui::IsItemHovered(ImGuiHoveredFlags_ForTooltip); // = Normal + Stationary++        // Display the values of IsItemHovered() and other common item state functions.+        // Note that the ImGuiHoveredFlags_XXX flags can be combined.+        // Because BulletText is an item itself and that would affect the output of IsItemXXX functions,+        // we query every state in a single call to avoid storing them and to simplify the code.+        ImGui::BulletText(+            "Return value = %d\n"+            "IsItemFocused() = %d\n"+            "IsItemHovered() = %d\n"+            "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n"+            "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n"+            "IsItemHovered(_AllowWhenOverlappedByItem) = %d\n"+            "IsItemHovered(_AllowWhenOverlappedByWindow) = %d\n"+            "IsItemHovered(_AllowWhenDisabled) = %d\n"+            "IsItemHovered(_RectOnly) = %d\n"+            "IsItemActive() = %d\n"+            "IsItemEdited() = %d\n"+            "IsItemActivated() = %d\n"+            "IsItemDeactivated() = %d\n"+            "IsItemDeactivatedAfterEdit() = %d\n"+            "IsItemVisible() = %d\n"+            "IsItemClicked() = %d\n"+            "IsItemToggledOpen() = %d\n"+            "GetItemRectMin() = (%.1f, %.1f)\n"+            "GetItemRectMax() = (%.1f, %.1f)\n"+            "GetItemRectSize() = (%.1f, %.1f)",+            ret,+            ImGui::IsItemFocused(),+            ImGui::IsItemHovered(),+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByItem),+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlappedByWindow),+            ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled),+            ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly),+            ImGui::IsItemActive(),+            ImGui::IsItemEdited(),+            ImGui::IsItemActivated(),+            ImGui::IsItemDeactivated(),+            ImGui::IsItemDeactivatedAfterEdit(),+            ImGui::IsItemVisible(),+            ImGui::IsItemClicked(),+            ImGui::IsItemToggledOpen(),+            ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y,+            ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,+            ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y+        );+        ImGui::BulletText(+            "with Hovering Delay or Stationary test:\n"+            "IsItemHovered() = = %d\n"+            "IsItemHovered(_Stationary) = %d\n"+            "IsItemHovered(_DelayShort) = %d\n"+            "IsItemHovered(_DelayNormal) = %d\n"+            "IsItemHovered(_Tooltip) = %d",+            hovered_delay_none, hovered_delay_stationary, hovered_delay_short, hovered_delay_normal, hovered_delay_tooltip);++        if (item_disabled)+            ImGui::EndDisabled();++        char buf[1] = "";+        ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);+        ImGui::SameLine();+        HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.");++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)");+    if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)"))+    {+        static bool embed_all_inside_a_child_window = false;+        ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);+        if (embed_all_inside_a_child_window)+            ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true);++        // Testing IsWindowFocused() function with its various flags.+        ImGui::BulletText(+            "IsWindowFocused() = %d\n"+            "IsWindowFocused(_ChildWindows) = %d\n"+            "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"+            "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"+            "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"+            "IsWindowFocused(_RootWindow) = %d\n"+            "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"+            "IsWindowFocused(_AnyWindow) = %d\n",+            ImGui::IsWindowFocused(),+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),+            ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),+            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),+            ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),+            ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));++        // Testing IsWindowHovered() function with its various flags.+        ImGui::BulletText(+            "IsWindowHovered() = %d\n"+            "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"+            "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"+            "IsWindowHovered(_ChildWindows) = %d\n"+            "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"+            "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"+            "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"+            "IsWindowHovered(_RootWindow) = %d\n"+            "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"+            "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"+            "IsWindowHovered(_AnyWindow) = %d\n"+            "IsWindowHovered(_Stationary) = %d\n",+            ImGui::IsWindowHovered(),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow),+            ImGui::IsWindowHovered(ImGuiHoveredFlags_Stationary));++        ImGui::BeginChild("child", ImVec2(0, 50), true);+        ImGui::Text("This is another child window for testing the _ChildWindows flag.");+        ImGui::EndChild();+        if (embed_all_inside_a_child_window)+            ImGui::EndChild();++        // Calling IsItemHovered() after begin returns the hovered status of the title bar.+        // This is useful in particular if you want to create a context menu associated to the title bar of a window.+        static bool test_window = false;+        ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window);+        if (test_window)+        {+            ImGui::Begin("Title bar Hovered/Active tests", &test_window);+            if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered()+            {+                if (ImGui::MenuItem("Close")) { test_window = false; }+                ImGui::EndPopup();+            }+            ImGui::Text(+                "IsItemHovered() after begin = %d (== is title bar hovered)\n"+                "IsItemActive() after begin = %d (== is window being clicked/moved)\n",+                ImGui::IsItemHovered(), ImGui::IsItemActive());+            ImGui::End();+        }++        ImGui::TreePop();+    }++    // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd:+    // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space)+    if (disable_all)+        ImGui::EndDisabled();++    IMGUI_DEMO_MARKER("Widgets/Disable Block");+    if (ImGui::TreeNode("Disable block"))+    {+        ImGui::Checkbox("Disable entire section above", &disable_all);+        ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section.");+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Widgets/Text Filter");+    if (ImGui::TreeNode("Text Filter"))+    {+        // Helper class to easy setup a text filter.+        // You may want to implement a more feature-full filtering scheme in your own application.+        HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.");+        static ImGuiTextFilter filter;+        ImGui::Text("Filter usage:\n"+            "  \"\"         display all lines\n"+            "  \"xxx\"      display lines containing \"xxx\"\n"+            "  \"xxx,yyy\"  display lines containing \"xxx\" or \"yyy\"\n"+            "  \"-xxx\"     hide lines containing \"xxx\"");+        filter.Draw();+        const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };+        for (int i = 0; i < IM_ARRAYSIZE(lines); i++)+            if (filter.PassFilter(lines[i]))+                ImGui::BulletText("%s", lines[i]);+        ImGui::TreePop();+    }+}++static void ShowDemoWindowLayout()+{+    IMGUI_DEMO_MARKER("Layout");+    if (!ImGui::CollapsingHeader("Layout & Scrolling"))+        return;++    IMGUI_DEMO_MARKER("Layout/Child windows");+    if (ImGui::TreeNode("Child windows"))+    {+        ImGui::SeparatorText("Child windows");++        HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.");+        static bool disable_mouse_wheel = false;+        static bool disable_menu = false;+        ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);+        ImGui::Checkbox("Disable Menu", &disable_menu);++        // Child 1: no border, enable horizontal scrollbar+        {+            ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar;+            if (disable_mouse_wheel)+                window_flags |= ImGuiWindowFlags_NoScrollWithMouse;+            ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags);+            for (int i = 0; i < 100; i++)+                ImGui::Text("%04d: scrollable region", i);+            ImGui::EndChild();+        }++        ImGui::SameLine();++        // Child 2: rounded border+        {+            ImGuiWindowFlags window_flags = ImGuiWindowFlags_None;+            if (disable_mouse_wheel)+                window_flags |= ImGuiWindowFlags_NoScrollWithMouse;+            if (!disable_menu)+                window_flags |= ImGuiWindowFlags_MenuBar;+            ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);+            ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags);+            if (!disable_menu && ImGui::BeginMenuBar())+            {+                if (ImGui::BeginMenu("Menu"))+                {+                    ShowExampleMenuFile();+                    ImGui::EndMenu();+                }+                ImGui::EndMenuBar();+            }+            if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings))+            {+                for (int i = 0; i < 100; i++)+                {+                    char buf[32];+                    sprintf(buf, "%03d", i);+                    ImGui::TableNextColumn();+                    ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));+                }+                ImGui::EndTable();+            }+            ImGui::EndChild();+            ImGui::PopStyleVar();+        }++        ImGui::SeparatorText("Misc/Advanced");++        // Demonstrate a few extra things+        // - Changing ImGuiCol_ChildBg (which is transparent black in default styles)+        // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window)+        //   You can also call SetNextWindowPos() to position the child window. The parent window will effectively+        //   layout from this position.+        // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from+        //   the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details.+        {+            static int offset_x = 0;+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);+            ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000);++            ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x);+            ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100));+            ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None);+            for (int n = 0; n < 50; n++)+                ImGui::Text("Some test %d", n);+            ImGui::EndChild();+            bool child_is_hovered = ImGui::IsItemHovered();+            ImVec2 child_rect_min = ImGui::GetItemRectMin();+            ImVec2 child_rect_max = ImGui::GetItemRectMax();+            ImGui::PopStyleColor();+            ImGui::Text("Hovered: %d", child_is_hovered);+            ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y);+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Layout/Widgets Width");+    if (ImGui::TreeNode("Widgets Width"))+    {+        static float f = 0.0f;+        static bool show_indented_items = true;+        ImGui::Checkbox("Show indented items", &show_indented_items);++        // Use SetNextItemWidth() to set the width of a single upcoming item.+        // Use PushItemWidth()/PopItemWidth() to set the width of a group of items.+        // In real code use you'll probably want to choose width values that are proportional to your font size+        // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.++        ImGui::Text("SetNextItemWidth/PushItemWidth(100)");+        ImGui::SameLine(); HelpMarker("Fixed width.");+        ImGui::PushItemWidth(100);+        ImGui::DragFloat("float##1b", &f);+        if (show_indented_items)+        {+            ImGui::Indent();+            ImGui::DragFloat("float (indented)##1b", &f);+            ImGui::Unindent();+        }+        ImGui::PopItemWidth();++        ImGui::Text("SetNextItemWidth/PushItemWidth(-100)");+        ImGui::SameLine(); HelpMarker("Align to right edge minus 100");+        ImGui::PushItemWidth(-100);+        ImGui::DragFloat("float##2a", &f);+        if (show_indented_items)+        {+            ImGui::Indent();+            ImGui::DragFloat("float (indented)##2b", &f);+            ImGui::Unindent();+        }+        ImGui::PopItemWidth();++        ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)");+        ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)");+        ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f);+        ImGui::DragFloat("float##3a", &f);+        if (show_indented_items)+        {+            ImGui::Indent();+            ImGui::DragFloat("float (indented)##3b", &f);+            ImGui::Unindent();+        }+        ImGui::PopItemWidth();++        ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)");+        ImGui::SameLine(); HelpMarker("Align to right edge minus half");+        ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);+        ImGui::DragFloat("float##4a", &f);+        if (show_indented_items)+        {+            ImGui::Indent();+            ImGui::DragFloat("float (indented)##4b", &f);+            ImGui::Unindent();+        }+        ImGui::PopItemWidth();++        // Demonstrate using PushItemWidth to surround three items.+        // Calling SetNextItemWidth() before each of them would have the same effect.+        ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)");+        ImGui::SameLine(); HelpMarker("Align to right edge");+        ImGui::PushItemWidth(-FLT_MIN);+        ImGui::DragFloat("##float5a", &f);+        if (show_indented_items)+        {+            ImGui::Indent();+            ImGui::DragFloat("float (indented)##5b", &f);+            ImGui::Unindent();+        }+        ImGui::PopItemWidth();++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout");+    if (ImGui::TreeNode("Basic Horizontal Layout"))+    {+        ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");++        // Text+        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine");+        ImGui::Text("Two items: Hello"); ImGui::SameLine();+        ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor");++        // Adjust spacing+        ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20);+        ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor");++        // Button+        ImGui::AlignTextToFramePadding();+        ImGui::Text("Normal buttons"); ImGui::SameLine();+        ImGui::Button("Banana"); ImGui::SameLine();+        ImGui::Button("Apple"); ImGui::SameLine();+        ImGui::Button("Corniflower");++        // Button+        ImGui::Text("Small buttons"); ImGui::SameLine();+        ImGui::SmallButton("Like this one"); ImGui::SameLine();+        ImGui::Text("can fit within a text block.");++        // Aligned to arbitrary position. Easy/cheap column.+        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)");+        ImGui::Text("Aligned");+        ImGui::SameLine(150); ImGui::Text("x=150");+        ImGui::SameLine(300); ImGui::Text("x=300");+        ImGui::Text("Aligned");+        ImGui::SameLine(150); ImGui::SmallButton("x=150");+        ImGui::SameLine(300); ImGui::SmallButton("x=300");++        // Checkbox+        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)");+        static bool c1 = false, c2 = false, c3 = false, c4 = false;+        ImGui::Checkbox("My", &c1); ImGui::SameLine();+        ImGui::Checkbox("Tailor", &c2); ImGui::SameLine();+        ImGui::Checkbox("Is", &c3); ImGui::SameLine();+        ImGui::Checkbox("Rich", &c4);++        // Various+        static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f;+        ImGui::PushItemWidth(80);+        const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" };+        static int item = -1;+        ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine();+        ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine();+        ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine();+        ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f);+        ImGui::PopItemWidth();++        ImGui::PushItemWidth(80);+        ImGui::Text("Lists:");+        static int selection[4] = { 0, 1, 2, 3 };+        for (int i = 0; i < 4; i++)+        {+            if (i > 0) ImGui::SameLine();+            ImGui::PushID(i);+            ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items));+            ImGui::PopID();+            //ImGui::SetItemTooltip("ListBox %d hovered", i);+        }+        ImGui::PopItemWidth();++        // Dummy+        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy");+        ImVec2 button_sz(40, 40);+        ImGui::Button("A", button_sz); ImGui::SameLine();+        ImGui::Dummy(button_sz); ImGui::SameLine();+        ImGui::Button("B", button_sz);++        // Manually wrapping+        // (we should eventually provide this as an automatic layout feature, but for now you can do it manually)+        IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping");+        ImGui::Text("Manual wrapping:");+        ImGuiStyle& style = ImGui::GetStyle();+        int buttons_count = 20;+        float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x;+        for (int n = 0; n < buttons_count; n++)+        {+            ImGui::PushID(n);+            ImGui::Button("Box", button_sz);+            float last_button_x2 = ImGui::GetItemRectMax().x;+            float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line+            if (n + 1 < buttons_count && next_button_x2 < window_visible_x2)+                ImGui::SameLine();+            ImGui::PopID();+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Layout/Groups");+    if (ImGui::TreeNode("Groups"))+    {+        HelpMarker(+            "BeginGroup() basically locks the horizontal position for new line. "+            "EndGroup() bundles the whole group so that you can use \"item\" functions such as "+            "IsItemHovered()/IsItemActive() or SameLine() etc. on the whole group.");+        ImGui::BeginGroup();+        {+            ImGui::BeginGroup();+            ImGui::Button("AAA");+            ImGui::SameLine();+            ImGui::Button("BBB");+            ImGui::SameLine();+            ImGui::BeginGroup();+            ImGui::Button("CCC");+            ImGui::Button("DDD");+            ImGui::EndGroup();+            ImGui::SameLine();+            ImGui::Button("EEE");+            ImGui::EndGroup();+            ImGui::SetItemTooltip("First group hovered");+        }+        // Capture the group size and create widgets using the same size+        ImVec2 size = ImGui::GetItemRectSize();+        const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f };+        ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size);++        ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));+        ImGui::SameLine();+        ImGui::Button("REACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y));+        ImGui::EndGroup();+        ImGui::SameLine();++        ImGui::Button("LEVERAGE\nBUZZWORD", size);+        ImGui::SameLine();++        if (ImGui::BeginListBox("List", size))+        {+            ImGui::Selectable("Selected", true);+            ImGui::Selectable("Not Selected", false);+            ImGui::EndListBox();+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment");+    if (ImGui::TreeNode("Text Baseline Alignment"))+    {+        {+            ImGui::BulletText("Text baseline:");+            ImGui::SameLine(); HelpMarker(+                "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. "+                "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets.");+            ImGui::Indent();++            ImGui::Text("KO Blahblah"); ImGui::SameLine();+            ImGui::Button("Some framed item"); ImGui::SameLine();+            HelpMarker("Baseline of button will look misaligned with text..");++            // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.+            // (because we don't know what's coming after the Text() statement, we need to move the text baseline+            // down by FramePadding.y ahead of time)+            ImGui::AlignTextToFramePadding();+            ImGui::Text("OK Blahblah"); ImGui::SameLine();+            ImGui::Button("Some framed item"); ImGui::SameLine();+            HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y");++            // SmallButton() uses the same vertical padding as Text+            ImGui::Button("TEST##1"); ImGui::SameLine();+            ImGui::Text("TEST"); ImGui::SameLine();+            ImGui::SmallButton("TEST##2");++            // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets.+            ImGui::AlignTextToFramePadding();+            ImGui::Text("Text aligned to framed item"); ImGui::SameLine();+            ImGui::Button("Item##1"); ImGui::SameLine();+            ImGui::Text("Item"); ImGui::SameLine();+            ImGui::SmallButton("Item##2"); ImGui::SameLine();+            ImGui::Button("Item##3");++            ImGui::Unindent();+        }++        ImGui::Spacing();++        {+            ImGui::BulletText("Multi-line text:");+            ImGui::Indent();+            ImGui::Text("One\nTwo\nThree"); ImGui::SameLine();+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();+            ImGui::Text("Banana");++            ImGui::Text("Banana"); ImGui::SameLine();+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();+            ImGui::Text("One\nTwo\nThree");++            ImGui::Button("HOP##1"); ImGui::SameLine();+            ImGui::Text("Banana"); ImGui::SameLine();+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();+            ImGui::Text("Banana");++            ImGui::Button("HOP##2"); ImGui::SameLine();+            ImGui::Text("Hello\nWorld"); ImGui::SameLine();+            ImGui::Text("Banana");+            ImGui::Unindent();+        }++        ImGui::Spacing();++        {+            ImGui::BulletText("Misc items:");+            ImGui::Indent();++            // SmallButton() sets FramePadding to zero. Text baseline is aligned to match baseline of previous Button.+            ImGui::Button("80x80", ImVec2(80, 80));+            ImGui::SameLine();+            ImGui::Button("50x50", ImVec2(50, 50));+            ImGui::SameLine();+            ImGui::Button("Button()");+            ImGui::SameLine();+            ImGui::SmallButton("SmallButton()");++            // Tree+            const float spacing = ImGui::GetStyle().ItemInnerSpacing.x;+            ImGui::Button("Button##1");+            ImGui::SameLine(0.0f, spacing);+            if (ImGui::TreeNode("Node##1"))+            {+                // Placeholder tree data+                for (int i = 0; i < 6; i++)+                    ImGui::BulletText("Item %d..", i);+                ImGui::TreePop();+            }++            // Vertically align text node a bit lower so it'll be vertically centered with upcoming widget.+            // Otherwise you can use SmallButton() (smaller fit).+            ImGui::AlignTextToFramePadding();++            // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add+            // other contents below the node.+            bool node_open = ImGui::TreeNode("Node##2");+            ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2");+            if (node_open)+            {+                // Placeholder tree data+                for (int i = 0; i < 6; i++)+                    ImGui::BulletText("Item %d..", i);+                ImGui::TreePop();+            }++            // Bullet+            ImGui::Button("Button##3");+            ImGui::SameLine(0.0f, spacing);+            ImGui::BulletText("Bullet text");++            ImGui::AlignTextToFramePadding();+            ImGui::BulletText("Node");+            ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4");+            ImGui::Unindent();+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Layout/Scrolling");+    if (ImGui::TreeNode("Scrolling"))+    {+        // Vertical scroll functions+        IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical");+        HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.");++        static int track_item = 50;+        static bool enable_track = true;+        static bool enable_extra_decorations = false;+        static float scroll_to_off_px = 0.0f;+        static float scroll_to_pos_px = 200.0f;++        ImGui::Checkbox("Decoration", &enable_extra_decorations);++        ImGui::Checkbox("Track", &enable_track);+        ImGui::PushItemWidth(100);+        ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d");++        bool scroll_to_off = ImGui::Button("Scroll Offset");+        ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px");++        bool scroll_to_pos = ImGui::Button("Scroll To Pos");+        ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px");+        ImGui::PopItemWidth();++        if (scroll_to_off || scroll_to_pos)+            enable_track = false;++        ImGuiStyle& style = ImGui::GetStyle();+        float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5;+        if (child_w < 1.0f)+            child_w = 1.0f;+        ImGui::PushID("##VerticalScrolling");+        for (int i = 0; i < 5; i++)+        {+            if (i > 0) ImGui::SameLine();+            ImGui::BeginGroup();+            const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" };+            ImGui::TextUnformatted(names[i]);++            const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0;+            const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);+            const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags);+            if (ImGui::BeginMenuBar())+            {+                ImGui::TextUnformatted("abc");+                ImGui::EndMenuBar();+            }+            if (scroll_to_off)+                ImGui::SetScrollY(scroll_to_off_px);+            if (scroll_to_pos)+                ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f);+            if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items+            {+                for (int item = 0; item < 100; item++)+                {+                    if (enable_track && item == track_item)+                    {+                        ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);+                        ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom+                    }+                    else+                    {+                        ImGui::Text("Item %d", item);+                    }+                }+            }+            float scroll_y = ImGui::GetScrollY();+            float scroll_max_y = ImGui::GetScrollMaxY();+            ImGui::EndChild();+            ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y);+            ImGui::EndGroup();+        }+        ImGui::PopID();++        // Horizontal scroll functions+        IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal");+        ImGui::Spacing();+        HelpMarker(+            "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n"+            "Because the clipping rectangle of most window hides half worth of WindowPadding on the "+            "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the "+            "equivalent SetScrollFromPosY(+1) wouldn't.");+        ImGui::PushID("##HorizontalScrolling");+        for (int i = 0; i < 5; i++)+        {+            float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f;+            ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0);+            ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i);+            bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags);+            if (scroll_to_off)+                ImGui::SetScrollX(scroll_to_off_px);+            if (scroll_to_pos)+                ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f);+            if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items+            {+                for (int item = 0; item < 100; item++)+                {+                    if (item > 0)+                        ImGui::SameLine();+                    if (enable_track && item == track_item)+                    {+                        ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item);+                        ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right+                    }+                    else+                    {+                        ImGui::Text("Item %d", item);+                    }+                }+            }+            float scroll_x = ImGui::GetScrollX();+            float scroll_max_x = ImGui::GetScrollMaxX();+            ImGui::EndChild();+            ImGui::SameLine();+            const char* names[] = { "Left", "25%", "Center", "75%", "Right" };+            ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x);+            ImGui::Spacing();+        }+        ImGui::PopID();++        // Miscellaneous Horizontal Scrolling Demo+        IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)");+        HelpMarker(+            "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n"+            "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().");+        static int lines = 7;+        ImGui::SliderInt("Lines", &lines, 1, 15);+        ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);+        ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2.0f, 1.0f));+        ImVec2 scrolling_child_size = ImVec2(0, ImGui::GetFrameHeightWithSpacing() * 7 + 30);+        ImGui::BeginChild("scrolling", scrolling_child_size, true, ImGuiWindowFlags_HorizontalScrollbar);+        for (int line = 0; line < lines; line++)+        {+            // Display random stuff. For the sake of this trivial demo we are using basic Button() + SameLine()+            // If you want to create your own time line for a real application you may be better off manipulating+            // the cursor position yourself, aka using SetCursorPos/SetCursorScreenPos to position the widgets+            // yourself. You may also want to use the lower-level ImDrawList API.+            int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3);+            for (int n = 0; n < num_buttons; n++)+            {+                if (n > 0) ImGui::SameLine();+                ImGui::PushID(n + line * 1000);+                char num_buf[16];+                sprintf(num_buf, "%d", n);+                const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf;+                float hue = n * 0.05f;+                ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f));+                ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f));+                ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f));+                ImGui::Button(label, ImVec2(40.0f + sinf((float)(line + n)) * 20.0f, 0.0f));+                ImGui::PopStyleColor(3);+                ImGui::PopID();+            }+        }+        float scroll_x = ImGui::GetScrollX();+        float scroll_max_x = ImGui::GetScrollMaxX();+        ImGui::EndChild();+        ImGui::PopStyleVar(2);+        float scroll_x_delta = 0.0f;+        ImGui::SmallButton("<<");+        if (ImGui::IsItemActive())+            scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f;+        ImGui::SameLine();+        ImGui::Text("Scroll from code"); ImGui::SameLine();+        ImGui::SmallButton(">>");+        if (ImGui::IsItemActive())+            scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f;+        ImGui::SameLine();+        ImGui::Text("%.0f/%.0f", scroll_x, scroll_max_x);+        if (scroll_x_delta != 0.0f)+        {+            // Demonstrate a trick: you can use Begin to set yourself in the context of another window+            // (here we are already out of your child window)+            ImGui::BeginChild("scrolling");+            ImGui::SetScrollX(ImGui::GetScrollX() + scroll_x_delta);+            ImGui::EndChild();+        }+        ImGui::Spacing();++        static bool show_horizontal_contents_size_demo_window = false;+        ImGui::Checkbox("Show Horizontal contents size demo window", &show_horizontal_contents_size_demo_window);++        if (show_horizontal_contents_size_demo_window)+        {+            static bool show_h_scrollbar = true;+            static bool show_button = true;+            static bool show_tree_nodes = true;+            static bool show_text_wrapped = false;+            static bool show_columns = true;+            static bool show_tab_bar = true;+            static bool show_child = false;+            static bool explicit_content_size = false;+            static float contents_size_x = 300.0f;+            if (explicit_content_size)+                ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f));+            ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0);+            IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window");+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));+            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));+            HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles.");+            ImGui::Checkbox("H-scrollbar", &show_h_scrollbar);+            ImGui::Checkbox("Button", &show_button);            // Will grow contents size (unless explicitly overwritten)+            ImGui::Checkbox("Tree nodes", &show_tree_nodes);    // Will grow contents size and display highlight over full width+            ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size+            ImGui::Checkbox("Columns", &show_columns);          // Will use contents size+            ImGui::Checkbox("Tab bar", &show_tab_bar);          // Will use contents size+            ImGui::Checkbox("Child", &show_child);              // Will grow and use contents size+            ImGui::Checkbox("Explicit content size", &explicit_content_size);+            ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY());+            if (explicit_content_size)+            {+                ImGui::SameLine();+                ImGui::SetNextItemWidth(100);+                ImGui::DragFloat("##csx", &contents_size_x);+                ImVec2 p = ImGui::GetCursorScreenPos();+                ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE);+                ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE);+                ImGui::Dummy(ImVec2(0, 10));+            }+            ImGui::PopStyleVar(2);+            ImGui::Separator();+            if (show_button)+            {+                ImGui::Button("this is a 300-wide button", ImVec2(300, 0));+            }+            if (show_tree_nodes)+            {+                bool open = true;+                if (ImGui::TreeNode("this is a tree node"))+                {+                    if (ImGui::TreeNode("another one of those tree node..."))+                    {+                        ImGui::Text("Some tree contents");+                        ImGui::TreePop();+                    }+                    ImGui::TreePop();+                }+                ImGui::CollapsingHeader("CollapsingHeader", &open);+            }+            if (show_text_wrapped)+            {+                ImGui::TextWrapped("This text should automatically wrap on the edge of the work rectangle.");+            }+            if (show_columns)+            {+                ImGui::Text("Tables:");+                if (ImGui::BeginTable("table", 4, ImGuiTableFlags_Borders))+                {+                    for (int n = 0; n < 4; n++)+                    {+                        ImGui::TableNextColumn();+                        ImGui::Text("Width %.2f", ImGui::GetContentRegionAvail().x);+                    }+                    ImGui::EndTable();+                }+                ImGui::Text("Columns:");+                ImGui::Columns(4);+                for (int n = 0; n < 4; n++)+                {+                    ImGui::Text("Width %.2f", ImGui::GetColumnWidth());+                    ImGui::NextColumn();+                }+                ImGui::Columns(1);+            }+            if (show_tab_bar && ImGui::BeginTabBar("Hello"))+            {+                if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); }+                if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); }+                if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); }+                if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); }+                ImGui::EndTabBar();+            }+            if (show_child)+            {+                ImGui::BeginChild("child", ImVec2(0, 0), true);+                ImGui::EndChild();+            }+            ImGui::End();+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Layout/Clipping");+    if (ImGui::TreeNode("Clipping"))+    {+        static ImVec2 size(100.0f, 100.0f);+        static ImVec2 offset(30.0f, 30.0f);+        ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");+        ImGui::TextWrapped("(Click and drag to scroll)");++        HelpMarker(+            "(Left) Using ImGui::PushClipRect():\n"+            "Will alter ImGui hit-testing logic + ImDrawList rendering.\n"+            "(use this if you want your clipping rectangle to affect interactions)\n\n"+            "(Center) Using ImDrawList::PushClipRect():\n"+            "Will alter ImDrawList rendering only.\n"+            "(use this as a shortcut if you are only using ImDrawList calls)\n\n"+            "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n"+            "Will alter only this specific ImDrawList::AddText() rendering.\n"+            "This is often used internally to avoid altering the clipping rectangle and minimize draw calls.");++        for (int n = 0; n < 3; n++)+        {+            if (n > 0)+                ImGui::SameLine();++            ImGui::PushID(n);+            ImGui::InvisibleButton("##canvas", size);+            if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))+            {+                offset.x += ImGui::GetIO().MouseDelta.x;+                offset.y += ImGui::GetIO().MouseDelta.y;+            }+            ImGui::PopID();+            if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped.+                continue;++            const ImVec2 p0 = ImGui::GetItemRectMin();+            const ImVec2 p1 = ImGui::GetItemRectMax();+            const char* text_str = "Line 1 hello\nLine 2 clip me!";+            const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);+            ImDrawList* draw_list = ImGui::GetWindowDrawList();+            switch (n)+            {+            case 0:+                ImGui::PushClipRect(p0, p1, true);+                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));+                draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);+                ImGui::PopClipRect();+                break;+            case 1:+                draw_list->PushClipRect(p0, p1, true);+                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));+                draw_list->AddText(text_pos, IM_COL32_WHITE, text_str);+                draw_list->PopClipRect();+                break;+            case 2:+                ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert.+                draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255));+                draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect);+                break;+            }+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Layout/Overlap Mode");+    if (ImGui::TreeNode("Overlap Mode"))+    {+        static bool enable_allow_overlap = true;++        HelpMarker(+            "Hit-testing is by default performed in item submission order, which generally is perceived as 'back-to-front'.\n\n"+            "By using SetNextItemAllowOverlap() you can notify that an item may be overlapped by another. Doing so alters the hovering logic: items using AllowOverlap mode requires an extra frame to accept hovered state.");+        ImGui::Checkbox("Enable AllowOverlap", &enable_allow_overlap);++        ImVec2 button1_pos = ImGui::GetCursorScreenPos();+        ImVec2 button2_pos = ImVec2(button1_pos.x + 50.0f, button1_pos.y + 50.0f);+        if (enable_allow_overlap)+            ImGui::SetNextItemAllowOverlap();+        ImGui::Button("Button 1", ImVec2(80, 80));+        ImGui::SetCursorScreenPos(button2_pos);+        ImGui::Button("Button 2", ImVec2(80, 80));++        // This is typically used with width-spanning items.+        // (note that Selectable() has a dedicated flag ImGuiSelectableFlags_AllowOverlap, which is a shortcut+        // for using SetNextItemAllowOverlap(). For demo purpose we use SetNextItemAllowOverlap() here.)+        if (enable_allow_overlap)+            ImGui::SetNextItemAllowOverlap();+        ImGui::Selectable("Some Selectable", false);+        ImGui::SameLine();+        ImGui::SmallButton("++");++        ImGui::TreePop();+    }+}++static void ShowDemoWindowPopups()+{+    IMGUI_DEMO_MARKER("Popups");+    if (!ImGui::CollapsingHeader("Popups & Modal windows"))+        return;++    // The properties of popups windows are:+    // - They block normal mouse hovering detection outside them. (*)+    // - Unless modal, they can be closed by clicking anywhere outside them, or by pressing ESCAPE.+    // - Their visibility state (~bool) is held internally by Dear ImGui instead of being held by the programmer as+    //   we are used to with regular Begin() calls. User can manipulate the visibility state by calling OpenPopup().+    // (*) One can use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup) to bypass it and detect hovering even+    //     when normally blocked by a popup.+    // Those three properties are connected. The library needs to hold their visibility state BECAUSE it can close+    // popups at any time.++    // Typical use for regular windows:+    //   bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End();+    // Typical use for popups:+    //   if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); }++    // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.+    // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.++    IMGUI_DEMO_MARKER("Popups/Popups");+    if (ImGui::TreeNode("Popups"))+    {+        ImGui::TextWrapped(+            "When a popup is active, it inhibits interacting with windows that are behind the popup. "+            "Clicking outside the popup closes it.");++        static int selected_fish = -1;+        const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" };+        static bool toggles[] = { true, false, false, false, false };++        // Simple selection popup (if you want to show the current selection inside the Button itself,+        // you may want to build a string using the "###" operator to preserve a constant ID with a variable label)+        if (ImGui::Button("Select.."))+            ImGui::OpenPopup("my_select_popup");+        ImGui::SameLine();+        ImGui::TextUnformatted(selected_fish == -1 ? "<None>" : names[selected_fish]);+        if (ImGui::BeginPopup("my_select_popup"))+        {+            ImGui::SeparatorText("Aquarium");+            for (int i = 0; i < IM_ARRAYSIZE(names); i++)+                if (ImGui::Selectable(names[i]))+                    selected_fish = i;+            ImGui::EndPopup();+        }++        // Showing a menu with toggles+        if (ImGui::Button("Toggle.."))+            ImGui::OpenPopup("my_toggle_popup");+        if (ImGui::BeginPopup("my_toggle_popup"))+        {+            for (int i = 0; i < IM_ARRAYSIZE(names); i++)+                ImGui::MenuItem(names[i], "", &toggles[i]);+            if (ImGui::BeginMenu("Sub-menu"))+            {+                ImGui::MenuItem("Click me");+                ImGui::EndMenu();+            }++            ImGui::Separator();+            ImGui::Text("Tooltip here");+            ImGui::SetItemTooltip("I am a tooltip over a popup");++            if (ImGui::Button("Stacked Popup"))+                ImGui::OpenPopup("another popup");+            if (ImGui::BeginPopup("another popup"))+            {+                for (int i = 0; i < IM_ARRAYSIZE(names); i++)+                    ImGui::MenuItem(names[i], "", &toggles[i]);+                if (ImGui::BeginMenu("Sub-menu"))+                {+                    ImGui::MenuItem("Click me");+                    if (ImGui::Button("Stacked Popup"))+                        ImGui::OpenPopup("another popup");+                    if (ImGui::BeginPopup("another popup"))+                    {+                        ImGui::Text("I am the last one here.");+                        ImGui::EndPopup();+                    }+                    ImGui::EndMenu();+                }+                ImGui::EndPopup();+            }+            ImGui::EndPopup();+        }++        // Call the more complete ShowExampleMenuFile which we use in various places of this demo+        if (ImGui::Button("With a menu.."))+            ImGui::OpenPopup("my_file_popup");+        if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar))+        {+            if (ImGui::BeginMenuBar())+            {+                if (ImGui::BeginMenu("File"))+                {+                    ShowExampleMenuFile();+                    ImGui::EndMenu();+                }+                if (ImGui::BeginMenu("Edit"))+                {+                    ImGui::MenuItem("Dummy");+                    ImGui::EndMenu();+                }+                ImGui::EndMenuBar();+            }+            ImGui::Text("Hello from popup!");+            ImGui::Button("This is a dummy button..");+            ImGui::EndPopup();+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Popups/Context menus");+    if (ImGui::TreeNode("Context menus"))+    {+        HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.");++        // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing:+        //     if (id == 0)+        //         id = GetItemID(); // Use last item id+        //     if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))+        //         OpenPopup(id);+        //     return BeginPopup(id);+        // For advanced uses you may want to replicate and customize this code.+        // See more details in BeginPopupContextItem().++        // Example 1+        // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(),+        // and BeginPopupContextItem() will use the last item ID as the popup ID.+        {+            const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" };+            static int selected = -1;+            for (int n = 0; n < 5; n++)+            {+                if (ImGui::Selectable(names[n], selected == n))+                    selected = n;+                if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id+                {+                    selected = n;+                    ImGui::Text("This a popup for \"%s\"!", names[n]);+                    if (ImGui::Button("Close"))+                        ImGui::CloseCurrentPopup();+                    ImGui::EndPopup();+                }+                ImGui::SetItemTooltip("Right-click to open popup");+            }+        }++        // Example 2+        // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem().+        // Using an explicit identifier is also convenient if you want to activate the popups from different locations.+        {+            HelpMarker("Text() elements don't have stable identifiers so we need to provide one.");+            static float value = 0.5f;+            ImGui::Text("Value = %.3f <-- (1) right-click this text", value);+            if (ImGui::BeginPopupContextItem("my popup"))+            {+                if (ImGui::Selectable("Set to zero")) value = 0.0f;+                if (ImGui::Selectable("Set to PI")) value = 3.1415f;+                ImGui::SetNextItemWidth(-FLT_MIN);+                ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f);+                ImGui::EndPopup();+            }++            // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup.+            // Here we make it that right-clicking this other text element opens the same popup as above.+            // The popup itself will be submitted by the code above.+            ImGui::Text("(2) Or right-click this text");+            ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight);++            // Back to square one: manually open the same popup.+            if (ImGui::Button("(3) Or click this button"))+                ImGui::OpenPopup("my popup");+        }++        // Example 3+        // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID),+        // we need to make sure your item identifier is stable.+        // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ).+        {+            HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator.");+            static char name[32] = "Label1";+            char buf[64];+            sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label+            ImGui::Button(buf);+            if (ImGui::BeginPopupContextItem())+            {+                ImGui::Text("Edit name:");+                ImGui::InputText("##edit", name, IM_ARRAYSIZE(name));+                if (ImGui::Button("Close"))+                    ImGui::CloseCurrentPopup();+                ImGui::EndPopup();+            }+            ImGui::SameLine(); ImGui::Text("(<-- right-click here)");+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Popups/Modals");+    if (ImGui::TreeNode("Modals"))+    {+        ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.");++        if (ImGui::Button("Delete.."))+            ImGui::OpenPopup("Delete?");++        // Always center this window when appearing+        ImVec2 center = ImGui::GetMainViewport()->GetCenter();+        ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));++        if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize))+        {+            ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!");+            ImGui::Separator();++            //static int unused_i = 0;+            //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0");++            static bool dont_ask_me_next_time = false;+            ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));+            ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time);+            ImGui::PopStyleVar();++            if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }+            ImGui::SetItemDefaultFocus();+            ImGui::SameLine();+            if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); }+            ImGui::EndPopup();+        }++        if (ImGui::Button("Stacked modals.."))+            ImGui::OpenPopup("Stacked 1");+        if (ImGui::BeginPopupModal("Stacked 1", NULL, ImGuiWindowFlags_MenuBar))+        {+            if (ImGui::BeginMenuBar())+            {+                if (ImGui::BeginMenu("File"))+                {+                    if (ImGui::MenuItem("Some menu item")) {}+                    ImGui::EndMenu();+                }+                ImGui::EndMenuBar();+            }+            ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it.");++            // Testing behavior of widgets stacking their own regular popups over the modal.+            static int item = 1;+            static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f };+            ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0");+            ImGui::ColorEdit4("color", color);++            if (ImGui::Button("Add another modal.."))+                ImGui::OpenPopup("Stacked 2");++            // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which+            // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value+            // of the bool actually doesn't matter here.+            bool unused_open = true;+            if (ImGui::BeginPopupModal("Stacked 2", &unused_open))+            {+                ImGui::Text("Hello from Stacked The Second!");+                if (ImGui::Button("Close"))+                    ImGui::CloseCurrentPopup();+                ImGui::EndPopup();+            }++            if (ImGui::Button("Close"))+                ImGui::CloseCurrentPopup();+            ImGui::EndPopup();+        }++        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Popups/Menus inside a regular window");+    if (ImGui::TreeNode("Menus inside a regular window"))+    {+        ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");+        ImGui::Separator();++        ImGui::MenuItem("Menu item", "CTRL+M");+        if (ImGui::BeginMenu("Menu inside a regular window"))+        {+            ShowExampleMenuFile();+            ImGui::EndMenu();+        }+        ImGui::Separator();+        ImGui::TreePop();+    }+}++// Dummy data structure that we use for the Table demo.+// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure is defined inside the demo function)+namespace+{+// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.+// This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID.+// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex)+// If you don't use sorting, you will generally never care about giving column an ID!+enum MyItemColumnID+{+    MyItemColumnID_ID,+    MyItemColumnID_Name,+    MyItemColumnID_Action,+    MyItemColumnID_Quantity,+    MyItemColumnID_Description+};++struct MyItem+{+    int         ID;+    const char* Name;+    int         Quantity;++    // We have a problem which is affecting _only this demo_ and should not affect your code:+    // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(),+    // however qsort doesn't allow passing user data to comparing function.+    // As a workaround, we are storing the sort specs in a static/global for the comparing function to access.+    // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global.+    // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called+    // very often by the sorting algorithm it would be a little wasteful.+    static const ImGuiTableSortSpecs* s_current_sort_specs;++    static void SortWithSortSpecs(ImGuiTableSortSpecs* sort_specs, MyItem* items, int items_count)+    {+        s_current_sort_specs = sort_specs; // Store in variable accessible by the sort function.+        if (items_count > 1)+            qsort(items, (size_t)items_count, sizeof(items[0]), MyItem::CompareWithSortSpecs);+        s_current_sort_specs = NULL;+    }++    // Compare function to be used by qsort()+    static int IMGUI_CDECL CompareWithSortSpecs(const void* lhs, const void* rhs)+    {+        const MyItem* a = (const MyItem*)lhs;+        const MyItem* b = (const MyItem*)rhs;+        for (int n = 0; n < s_current_sort_specs->SpecsCount; n++)+        {+            // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn()+            // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler!+            const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n];+            int delta = 0;+            switch (sort_spec->ColumnUserID)+            {+            case MyItemColumnID_ID:             delta = (a->ID - b->ID);                break;+            case MyItemColumnID_Name:           delta = (strcmp(a->Name, b->Name));     break;+            case MyItemColumnID_Quantity:       delta = (a->Quantity - b->Quantity);    break;+            case MyItemColumnID_Description:    delta = (strcmp(a->Name, b->Name));     break;+            default: IM_ASSERT(0); break;+            }+            if (delta > 0)+                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1;+            if (delta < 0)+                return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? -1 : +1;+        }++        // qsort() is instable so always return a way to differenciate items.+        // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs.+        return (a->ID - b->ID);+    }+};+const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL;+}++// Make the UI compact because there are so many fields+static void PushStyleCompact()+{+    ImGuiStyle& style = ImGui::GetStyle();+    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f)));+    ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f)));+}++static void PopStyleCompact()+{+    ImGui::PopStyleVar(2);+}++// Show a combo box with a choice of sizing policies+static void EditTableSizingFlags(ImGuiTableFlags* p_flags)+{+    struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; };+    static const EnumDesc policies[] =+    {+        { ImGuiTableFlags_None,               "Default",                            "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." },+        { ImGuiTableFlags_SizingFixedFit,     "ImGuiTableFlags_SizingFixedFit",     "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." },+        { ImGuiTableFlags_SizingFixedSame,    "ImGuiTableFlags_SizingFixedSame",    "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." },+        { ImGuiTableFlags_SizingStretchProp,  "ImGuiTableFlags_SizingStretchProp",  "Columns default to _WidthStretch with weights proportional to their widths." },+        { ImGuiTableFlags_SizingStretchSame,  "ImGuiTableFlags_SizingStretchSame",  "Columns default to _WidthStretch with same weights." }+    };+    int idx;+    for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++)+        if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_))+            break;+    const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : "";+    if (ImGui::BeginCombo("Sizing Policy", preview_text))+    {+        for (int n = 0; n < IM_ARRAYSIZE(policies); n++)+            if (ImGui::Selectable(policies[n].Name, idx == n))+                *p_flags = (*p_flags & ~ImGuiTableFlags_SizingMask_) | policies[n].Value;+        ImGui::EndCombo();+    }+    ImGui::SameLine();+    ImGui::TextDisabled("(?)");+    if (ImGui::BeginItemTooltip())+    {+        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 50.0f);+        for (int m = 0; m < IM_ARRAYSIZE(policies); m++)+        {+            ImGui::Separator();+            ImGui::Text("%s:", policies[m].Name);+            ImGui::Separator();+            ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetStyle().IndentSpacing * 0.5f);+            ImGui::TextUnformatted(policies[m].Tooltip);+        }+        ImGui::PopTextWrapPos();+        ImGui::EndTooltip();+    }+}++static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags)+{+    ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)");+    ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide);+    ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort);+    if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch))+        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch);+    if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed))+        *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed);+    ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize);+    ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder);+    ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide);+    ImGui::CheckboxFlags("_NoClip", p_flags, ImGuiTableColumnFlags_NoClip);+    ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort);+    ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending);+    ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending);+    ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel);+    ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth);+    ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending);+    ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending);+    ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0");+    ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0");+}++static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)+{+    ImGui::CheckboxFlags("_IsEnabled", &flags, ImGuiTableColumnFlags_IsEnabled);+    ImGui::CheckboxFlags("_IsVisible", &flags, ImGuiTableColumnFlags_IsVisible);+    ImGui::CheckboxFlags("_IsSorted", &flags, ImGuiTableColumnFlags_IsSorted);+    ImGui::CheckboxFlags("_IsHovered", &flags, ImGuiTableColumnFlags_IsHovered);+}++static void ShowDemoWindowTables()+{+    //ImGui::SetNextItemOpen(true, ImGuiCond_Once);+    IMGUI_DEMO_MARKER("Tables");+    if (!ImGui::CollapsingHeader("Tables & Columns"))+        return;++    // Using those as a base value to create width/height that are factor of the size of our font+    const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x;+    const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing();++    ImGui::PushID("Tables");++    int open_action = -1;+    if (ImGui::Button("Open all"))+        open_action = 1;+    ImGui::SameLine();+    if (ImGui::Button("Close all"))+        open_action = 0;+    ImGui::SameLine();++    // Options+    static bool disable_indent = false;+    ImGui::Checkbox("Disable tree indentation", &disable_indent);+    ImGui::SameLine();+    HelpMarker("Disable the indenting of tree nodes so demo tables can use the full window width.");+    ImGui::Separator();+    if (disable_indent)+        ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f);++    // About Styling of tables+    // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs.+    // There are however a few settings that a shared and part of the ImGuiStyle structure:+    //   style.CellPadding                          // Padding within each cell+    //   style.Colors[ImGuiCol_TableHeaderBg]       // Table header background+    //   style.Colors[ImGuiCol_TableBorderStrong]   // Table outer and header borders+    //   style.Colors[ImGuiCol_TableBorderLight]    // Table inner borders+    //   style.Colors[ImGuiCol_TableRowBg]          // Table row background when ImGuiTableFlags_RowBg is enabled (even rows)+    //   style.Colors[ImGuiCol_TableRowBgAlt]       // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows)++    // Demos+    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Basic");+    if (ImGui::TreeNode("Basic"))+    {+        // Here we will showcase three different ways to output a table.+        // They are very simple variations of a same thing!++        // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column.+        // In many situations, this is the most flexible and easy to use pattern.+        HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop.");+        if (ImGui::BeginTable("table1", 3))+        {+            for (int row = 0; row < 4; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("Row %d Column %d", row, column);+                }+            }+            ImGui::EndTable();+        }++        // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex().+        // This is generally more convenient when you have code manually submitting the contents of each column.+        HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.");+        if (ImGui::BeginTable("table2", 3))+        {+            for (int row = 0; row < 4; row++)+            {+                ImGui::TableNextRow();+                ImGui::TableNextColumn();+                ImGui::Text("Row %d", row);+                ImGui::TableNextColumn();+                ImGui::Text("Some contents");+                ImGui::TableNextColumn();+                ImGui::Text("123.456");+            }+            ImGui::EndTable();+        }++        // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),+        // as TableNextColumn() will automatically wrap around and create new rows as needed.+        // This is generally more convenient when your cells all contains the same type of data.+        HelpMarker(+            "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains the same type of contents.\n"+            "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition.");+        if (ImGui::BeginTable("table3", 3))+        {+            for (int item = 0; item < 14; item++)+            {+                ImGui::TableNextColumn();+                ImGui::Text("Item %d", item);+            }+            ImGui::EndTable();+        }++        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Borders, background");+    if (ImGui::TreeNode("Borders, background"))+    {+        // Expose a few Borders related flags interactively+        enum ContentsType { CT_Text, CT_FillButton };+        static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;+        static bool display_headers = false;+        static int contents_type = CT_Text;++        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);+        ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);+        ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH");+        ImGui::Indent();++        ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);+        ImGui::Indent();+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);+        ImGui::Unindent();++        ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);+        ImGui::Indent();+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);+        ImGui::Unindent();++        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags, ImGuiTableFlags_BordersOuter);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner);+        ImGui::Unindent();++        ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:");+        ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text);+        ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton);+        ImGui::Checkbox("Display headers", &display_headers);+        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");+        PopStyleCompact();++        if (ImGui::BeginTable("table1", 3, flags))+        {+            // Display headers so we can inspect their interaction with borders.+            // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details)+            if (display_headers)+            {+                ImGui::TableSetupColumn("One");+                ImGui::TableSetupColumn("Two");+                ImGui::TableSetupColumn("Three");+                ImGui::TableHeadersRow();+            }++            for (int row = 0; row < 5; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    char buf[32];+                    sprintf(buf, "Hello %d,%d", column, row);+                    if (contents_type == CT_Text)+                        ImGui::TextUnformatted(buf);+                    else if (contents_type == CT_FillButton)+                        ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));+                }+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Resizable, stretch");+    if (ImGui::TreeNode("Resizable, stretch"))+    {+        // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch"+        // All columns maintain a sizing weight, and they will occupy all available width.+        static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;+        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);+        ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this.");+        PopStyleCompact();++        if (ImGui::BeginTable("table1", 3, flags))+        {+            for (int row = 0; row < 5; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("Hello %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Resizable, fixed");+    if (ImGui::TreeNode("Resizable, fixed"))+    {+        // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set)+        // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small)+        // If there is not enough available width to fit all columns, they will however be resized down.+        // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings+        HelpMarker(+            "Using _Resizable + _SizingFixedFit flags.\n"+            "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n"+            "Double-click a column border to auto-fit the column to its contents.");+        PushStyleCompact();+        static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;+        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);+        PopStyleCompact();++        if (ImGui::BeginTable("table1", 3, flags))+        {+            for (int row = 0; row < 5; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("Hello %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Resizable, mixed");+    if (ImGui::TreeNode("Resizable, mixed"))+    {+        HelpMarker(+            "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n"+            "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch.");+        static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;++        if (ImGui::BeginTable("table1", 3, flags))+        {+            ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);+            ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);+            ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthStretch);+            ImGui::TableHeadersRow();+            for (int row = 0; row < 5; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("%s %d,%d", (column == 2) ? "Stretch" : "Fixed", column, row);+                }+            }+            ImGui::EndTable();+        }+        if (ImGui::BeginTable("table2", 6, flags))+        {+            ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed);+            ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed);+            ImGui::TableSetupColumn("CCC", ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_DefaultHide);+            ImGui::TableSetupColumn("DDD", ImGuiTableColumnFlags_WidthStretch);+            ImGui::TableSetupColumn("EEE", ImGuiTableColumnFlags_WidthStretch);+            ImGui::TableSetupColumn("FFF", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_DefaultHide);+            ImGui::TableHeadersRow();+            for (int row = 0; row < 5; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 6; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("%s %d,%d", (column >= 3) ? "Stretch" : "Fixed", column, row);+                }+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers");+    if (ImGui::TreeNode("Reorderable, hideable, with headers"))+    {+        HelpMarker(+            "Click and drag column headers to reorder columns.\n\n"+            "Right-click on a header to open a context menu.");+        static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV;+        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);+        ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);+        ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);+        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody);+        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");+        PopStyleCompact();++        if (ImGui::BeginTable("table1", 3, flags))+        {+            // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column.+            // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.)+            ImGui::TableSetupColumn("One");+            ImGui::TableSetupColumn("Two");+            ImGui::TableSetupColumn("Three");+            ImGui::TableHeadersRow();+            for (int row = 0; row < 6; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("Hello %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }++        // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column)+        if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f)))+        {+            ImGui::TableSetupColumn("One");+            ImGui::TableSetupColumn("Two");+            ImGui::TableSetupColumn("Three");+            ImGui::TableHeadersRow();+            for (int row = 0; row < 6; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("Fixed %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Padding");+    if (ImGui::TreeNode("Padding"))+    {+        // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding.+        // We don't expose BorderOuterH/BorderInnerH here because they have no effect on X padding.+        HelpMarker(+            "We often want outer padding activated when any using features which makes the edges of a column visible:\n"+            "e.g.:\n"+            "- BorderOuterV\n"+            "- any form of row selection\n"+            "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n"+            "Actual padding values are using style.CellPadding.\n\n"+            "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.");++        static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV;+        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX);+        ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)");+        ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX);+        ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)");+        ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX);+        ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)");+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV);+        static bool show_headers = false;+        ImGui::Checkbox("show_headers", &show_headers);+        PopStyleCompact();++        if (ImGui::BeginTable("table_padding", 3, flags1))+        {+            if (show_headers)+            {+                ImGui::TableSetupColumn("One");+                ImGui::TableSetupColumn("Two");+                ImGui::TableSetupColumn("Three");+                ImGui::TableHeadersRow();+            }++            for (int row = 0; row < 5; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    if (row == 0)+                    {+                        ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);+                    }+                    else+                    {+                        char buf[32];+                        sprintf(buf, "Hello %d,%d", column, row);+                        ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));+                    }+                    //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered)+                    //    ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255));+                }+            }+            ImGui::EndTable();+        }++        // Second example: set style.CellPadding to (0.0) or a custom value.+        // FIXME-TABLE: Vertical border effectively not displayed the same way as horizontal one...+        HelpMarker("Setting style.CellPadding to (0,0) or a custom value.");+        static ImGuiTableFlags flags2 = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;+        static ImVec2 cell_padding(0.0f, 0.0f);+        static bool show_widget_frame_bg = true;++        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags2, ImGuiTableFlags_Borders);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags2, ImGuiTableFlags_BordersH);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags2, ImGuiTableFlags_BordersV);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags2, ImGuiTableFlags_BordersInner);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuter", &flags2, ImGuiTableFlags_BordersOuter);+        ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags2, ImGuiTableFlags_RowBg);+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags2, ImGuiTableFlags_Resizable);+        ImGui::Checkbox("show_widget_frame_bg", &show_widget_frame_bg);+        ImGui::SliderFloat2("CellPadding", &cell_padding.x, 0.0f, 10.0f, "%.0f");+        PopStyleCompact();++        ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding);+        if (ImGui::BeginTable("table_padding_2", 3, flags2))+        {+            static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells+            static bool init = true;+            if (!show_widget_frame_bg)+                ImGui::PushStyleColor(ImGuiCol_FrameBg, 0);+            for (int cell = 0; cell < 3 * 5; cell++)+            {+                ImGui::TableNextColumn();+                if (init)+                    strcpy(text_bufs[cell], "edit me");+                ImGui::SetNextItemWidth(-FLT_MIN);+                ImGui::PushID(cell);+                ImGui::InputText("##cell", text_bufs[cell], IM_ARRAYSIZE(text_bufs[cell]));+                ImGui::PopID();+            }+            if (!show_widget_frame_bg)+                ImGui::PopStyleColor();+            init = false;+            ImGui::EndTable();+        }+        ImGui::PopStyleVar();++        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Explicit widths");+    if (ImGui::TreeNode("Sizing policies"))+    {+        static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;+        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);+        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX);+        PopStyleCompact();++        static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame };+        for (int table_n = 0; table_n < 4; table_n++)+        {+            ImGui::PushID(table_n);+            ImGui::SetNextItemWidth(TEXT_BASE_WIDTH * 30);+            EditTableSizingFlags(&sizing_policy_flags[table_n]);++            // To make it easier to understand the different sizing policy,+            // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width.+            if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1))+            {+                for (int row = 0; row < 3; row++)+                {+                    ImGui::TableNextRow();+                    ImGui::TableNextColumn(); ImGui::Text("Oh dear");+                    ImGui::TableNextColumn(); ImGui::Text("Oh dear");+                    ImGui::TableNextColumn(); ImGui::Text("Oh dear");+                }+                ImGui::EndTable();+            }+            if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1))+            {+                for (int row = 0; row < 3; row++)+                {+                    ImGui::TableNextRow();+                    ImGui::TableNextColumn(); ImGui::Text("AAAA");+                    ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB");+                    ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC");+                }+                ImGui::EndTable();+            }+            ImGui::PopID();+        }++        ImGui::Spacing();+        ImGui::TextUnformatted("Advanced");+        ImGui::SameLine();+        HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns.");++        enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText };+        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable;+        static int contents_type = CT_ShowWidth;+        static int column_count = 3;++        PushStyleCompact();+        ImGui::PushID("Advanced");+        ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);+        EditTableSizingFlags(&flags);+        ImGui::Combo("Contents", &contents_type, "Show width\0Short Text\0Long Text\0Button\0Fill Button\0InputText\0");+        if (contents_type == CT_FillButton)+        {+            ImGui::SameLine();+            HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width.");+        }+        ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp);+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);+        ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);+        ImGui::SameLine(); HelpMarker("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.");+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);+        ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);+        ImGui::PopItemWidth();+        ImGui::PopID();+        PopStyleCompact();++        if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7)))+        {+            for (int cell = 0; cell < 10 * column_count; cell++)+            {+                ImGui::TableNextColumn();+                int column = ImGui::TableGetColumnIndex();+                int row = ImGui::TableGetRowIndex();++                ImGui::PushID(cell);+                char label[32];+                static char text_buf[32] = "";+                sprintf(label, "Hello %d,%d", column, row);+                switch (contents_type)+                {+                case CT_ShortText:  ImGui::TextUnformatted(label); break;+                case CT_LongText:   ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break;+                case CT_ShowWidth:  ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break;+                case CT_Button:     ImGui::Button(label); break;+                case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break;+                case CT_InputText:  ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break;+                }+                ImGui::PopID();+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping");+    if (ImGui::TreeNode("Vertical scrolling, with clipping"))+    {+        HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items.");+        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;++        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);+        PopStyleCompact();++        // When using ScrollX or ScrollY we need to specify a size for our table container!+        // Otherwise by default the table will fit all available space, like a BeginChild() call.+        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);+        if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size))+        {+            ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible+            ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None);+            ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None);+            ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None);+            ImGui::TableHeadersRow();++            // Demonstrate using clipper for large vertical lists+            ImGuiListClipper clipper;+            clipper.Begin(1000);+            while (clipper.Step())+            {+                for (int row = clipper.DisplayStart; row < clipper.DisplayEnd; row++)+                {+                    ImGui::TableNextRow();+                    for (int column = 0; column < 3; column++)+                    {+                        ImGui::TableSetColumnIndex(column);+                        ImGui::Text("Hello %d,%d", column, row);+                    }+                }+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Horizontal scrolling");+    if (ImGui::TreeNode("Horizontal scrolling"))+    {+        HelpMarker(+            "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, "+            "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n"+            "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX,"+            "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions).");+        static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable;+        static int freeze_cols = 1;+        static int freeze_rows = 1;++        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);+        ImGui::SetNextItemWidth(ImGui::GetFrameHeight());+        ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);+        ImGui::SetNextItemWidth(ImGui::GetFrameHeight());+        ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);+        PopStyleCompact();++        // When using ScrollX or ScrollY we need to specify a size for our table container!+        // Otherwise by default the table will fit all available space, like a BeginChild() call.+        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8);+        if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size))+        {+            ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);+            ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze()+            ImGui::TableSetupColumn("One");+            ImGui::TableSetupColumn("Two");+            ImGui::TableSetupColumn("Three");+            ImGui::TableSetupColumn("Four");+            ImGui::TableSetupColumn("Five");+            ImGui::TableSetupColumn("Six");+            ImGui::TableHeadersRow();+            for (int row = 0; row < 20; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 7; column++)+                {+                    // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement.+                    // Because here we know that:+                    // - A) all our columns are contributing the same to row height+                    // - B) column 0 is always visible,+                    // We only always submit this one column and can skip others.+                    // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags().+                    if (!ImGui::TableSetColumnIndex(column) && column > 0)+                        continue;+                    if (column == 0)+                        ImGui::Text("Line %d", row);+                    else+                        ImGui::Text("Hello world %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }++        ImGui::Spacing();+        ImGui::TextUnformatted("Stretch + ScrollX");+        ImGui::SameLine();+        HelpMarker(+            "Showcase using Stretch columns + ScrollX together: "+            "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n"+            "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense.");+        static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;+        static float inner_width = 1000.0f;+        PushStyleCompact();+        ImGui::PushID("flags3");+        ImGui::PushItemWidth(TEXT_BASE_WIDTH * 30);+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags2, ImGuiTableFlags_ScrollX);+        ImGui::DragFloat("inner_width", &inner_width, 1.0f, 0.0f, FLT_MAX, "%.1f");+        ImGui::PopItemWidth();+        ImGui::PopID();+        PopStyleCompact();+        if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width))+        {+            for (int cell = 0; cell < 20 * 7; cell++)+            {+                ImGui::TableNextColumn();+                ImGui::Text("Hello world %d,%d", ImGui::TableGetColumnIndex(), ImGui::TableGetRowIndex());+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Columns flags");+    if (ImGui::TreeNode("Columns flags"))+    {+        // Create a first table just to show all the options/flags we want to make visible in our example!+        const int column_count = 3;+        const char* column_names[column_count] = { "One", "Two", "Three" };+        static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide };+        static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags()++        if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None))+        {+            PushStyleCompact();+            for (int column = 0; column < column_count; column++)+            {+                ImGui::TableNextColumn();+                ImGui::PushID(column);+                ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns+                ImGui::Text("'%s'", column_names[column]);+                ImGui::Spacing();+                ImGui::Text("Input flags:");+                EditTableColumnsFlags(&column_flags[column]);+                ImGui::Spacing();+                ImGui::Text("Output flags:");+                ImGui::BeginDisabled();+                ShowTableColumnsStatusFlags(column_flags_out[column]);+                ImGui::EndDisabled();+                ImGui::PopID();+            }+            PopStyleCompact();+            ImGui::EndTable();+        }++        // Create the real table we care about for the example!+        // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in+        // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down)+        const ImGuiTableFlags flags+            = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY+            | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV+            | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable;+        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9);+        if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size))+        {+            for (int column = 0; column < column_count; column++)+                ImGui::TableSetupColumn(column_names[column], column_flags[column]);+            ImGui::TableHeadersRow();+            for (int column = 0; column < column_count; column++)+                column_flags_out[column] = ImGui::TableGetColumnFlags(column);+            float indent_step = (float)((int)TEXT_BASE_WIDTH / 2);+            for (int row = 0; row < 8; row++)+            {+                ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags.+                ImGui::TableNextRow();+                for (int column = 0; column < column_count; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("%s %s", (column == 0) ? "Indented" : "Hello", ImGui::TableGetColumnName(column));+                }+            }+            ImGui::Unindent(indent_step * 8.0f);++            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Columns widths");+    if (ImGui::TreeNode("Columns widths"))+    {+        HelpMarker("Using TableSetupColumn() to setup default width.");++        static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize;+        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable);+        ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize);+        PopStyleCompact();+        if (ImGui::BeginTable("table1", 3, flags1))+        {+            // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.+            ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f+            ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f+            ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed);       // Default to auto+            ImGui::TableHeadersRow();+            for (int row = 0; row < 4; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    if (row == 0)+                        ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);+                    else+                        ImGui::Text("Hello %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }++        HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host.");++        static ImGuiTableFlags flags2 = ImGuiTableFlags_None;+        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV);+        ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV);+        PopStyleCompact();+        if (ImGui::BeginTable("table2", 4, flags2))+        {+            // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed.+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f);+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f);+            ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f);+            for (int row = 0; row < 5; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 4; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    if (row == 0)+                        ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x);+                    else+                        ImGui::Text("Hello %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Nested tables");+    if (ImGui::TreeNode("Nested tables"))+    {+        HelpMarker("This demonstrates embedding a table into another table cell.");++        if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))+        {+            ImGui::TableSetupColumn("A0");+            ImGui::TableSetupColumn("A1");+            ImGui::TableHeadersRow();++            ImGui::TableNextColumn();+            ImGui::Text("A0 Row 0");+            {+                float rows_height = TEXT_BASE_HEIGHT * 2;+                if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))+                {+                    ImGui::TableSetupColumn("B0");+                    ImGui::TableSetupColumn("B1");+                    ImGui::TableHeadersRow();++                    ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);+                    ImGui::TableNextColumn();+                    ImGui::Text("B0 Row 0");+                    ImGui::TableNextColumn();+                    ImGui::Text("B1 Row 0");+                    ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height);+                    ImGui::TableNextColumn();+                    ImGui::Text("B0 Row 1");+                    ImGui::TableNextColumn();+                    ImGui::Text("B1 Row 1");++                    ImGui::EndTable();+                }+            }+            ImGui::TableNextColumn(); ImGui::Text("A1 Row 0");+            ImGui::TableNextColumn(); ImGui::Text("A0 Row 1");+            ImGui::TableNextColumn(); ImGui::Text("A1 Row 1");+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Row height");+    if (ImGui::TreeNode("Row height"))+    {+        HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.");+        if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_Borders))+        {+            for (int row = 0; row < 8; row++)+            {+                float min_row_height = (float)(int)(TEXT_BASE_HEIGHT * 0.30f * row);+                ImGui::TableNextRow(ImGuiTableRowFlags_None, min_row_height);+                ImGui::TableNextColumn();+                ImGui::Text("min_row_height = %.2f", min_row_height);+            }+            ImGui::EndTable();+        }++        HelpMarker("Showcase using SameLine(0,0) to share Current Line Height between cells.\n\nPlease note that Tables Row Height is not the same thing as Current Line Height, as a table cell may contains multiple lines.");+        if (ImGui::BeginTable("table_share_lineheight", 2, ImGuiTableFlags_Borders))+        {+            ImGui::TableNextRow();+            ImGui::TableNextColumn();+            ImGui::ColorButton("##1", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40));+            ImGui::TableNextColumn();+            ImGui::Text("Line 1");+            ImGui::Text("Line 2");++            ImGui::TableNextRow();+            ImGui::TableNextColumn();+            ImGui::ColorButton("##2", ImVec4(0.13f, 0.26f, 0.40f, 1.0f), ImGuiColorEditFlags_None, ImVec2(40, 40));+            ImGui::TableNextColumn();+            ImGui::SameLine(0.0f, 0.0f); // Reuse line height from previous column+            ImGui::Text("Line 1, with SameLine(0,0)");+            ImGui::Text("Line 2");++            ImGui::EndTable();+        }++        HelpMarker("Showcase altering CellPadding.y between rows. Note that CellPadding.x is locked for the entire table.");+        if (ImGui::BeginTable("table_changing_cellpadding_y", 1, ImGuiTableFlags_Borders))+        {+            ImGuiStyle& style = ImGui::GetStyle();+            for (int row = 0; row < 8; row++)+            {+                if ((row % 3) == 2)+                    ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, ImVec2(style.CellPadding.x, 20.0f));+                ImGui::TableNextRow(ImGuiTableRowFlags_None);+                ImGui::TableNextColumn();+                ImGui::Text("CellPadding.y = %.2f", style.CellPadding.y);+                if ((row % 3) == 2)+                    ImGui::PopStyleVar();+            }+            ImGui::EndTable();+        }++        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Outer size");+    if (ImGui::TreeNode("Outer size"))+    {+        // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY+        // Important to that note how the two flags have slightly different behaviors!+        ImGui::Text("Using NoHostExtendX and NoHostExtendY:");+        PushStyleCompact();+        static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX;+        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);+        ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");+        ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);+        ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");+        PopStyleCompact();++        ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f);+        if (ImGui::BeginTable("table1", 3, flags, outer_size))+        {+            for (int row = 0; row < 10; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableNextColumn();+                    ImGui::Text("Cell %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }+        ImGui::SameLine();+        ImGui::Text("Hello!");++        ImGui::Spacing();++        ImGui::Text("Using explicit size:");+        if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))+        {+            for (int row = 0; row < 5; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableNextColumn();+                    ImGui::Text("Cell %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }+        ImGui::SameLine();+        if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f)))+        {+            for (int row = 0; row < 3; row++)+            {+                ImGui::TableNextRow(0, TEXT_BASE_HEIGHT * 1.5f);+                for (int column = 0; column < 3; column++)+                {+                    ImGui::TableNextColumn();+                    ImGui::Text("Cell %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }++        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Background color");+    if (ImGui::TreeNode("Background color"))+    {+        static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;+        static int row_bg_type = 1;+        static int row_bg_target = 1;+        static int cell_bg_type = 1;++        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders);+        ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);+        ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style.");+        ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0");+        ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them.");+        ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here.");+        IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2);+        IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1);+        IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1);+        PopStyleCompact();++        if (ImGui::BeginTable("table1", 5, flags))+        {+            for (int row = 0; row < 6; row++)+            {+                ImGui::TableNextRow();++                // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)'+                // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag.+                if (row_bg_type != 0)+                {+                    ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient?+                    ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color);+                }++                // Fill cells+                for (int column = 0; column < 5; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("%c%c", 'A' + row, '0' + column);++                    // Change background of Cells B1->C2+                    // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)'+                    // (the CellBg color will be blended over the RowBg and ColumnBg colors)+                    // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop.+                    if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1)+                    {+                        ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f));+                        ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, cell_bg_color);+                    }+                }+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Tree view");+    if (ImGui::TreeNode("Tree view"))+    {+        static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;++        if (ImGui::BeginTable("3ways", 3, flags))+        {+            // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On+            ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide);+            ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f);+            ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f);+            ImGui::TableHeadersRow();++            // Simple storage to output a dummy file-system.+            struct MyTreeNode+            {+                const char*     Name;+                const char*     Type;+                int             Size;+                int             ChildIdx;+                int             ChildCount;+                static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes)+                {+                    ImGui::TableNextRow();+                    ImGui::TableNextColumn();+                    const bool is_folder = (node->ChildCount > 0);+                    if (is_folder)+                    {+                        bool open = ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_SpanFullWidth);+                        ImGui::TableNextColumn();+                        ImGui::TextDisabled("--");+                        ImGui::TableNextColumn();+                        ImGui::TextUnformatted(node->Type);+                        if (open)+                        {+                            for (int child_n = 0; child_n < node->ChildCount; child_n++)+                                DisplayNode(&all_nodes[node->ChildIdx + child_n], all_nodes);+                            ImGui::TreePop();+                        }+                    }+                    else+                    {+                        ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth);+                        ImGui::TableNextColumn();+                        ImGui::Text("%d", node->Size);+                        ImGui::TableNextColumn();+                        ImGui::TextUnformatted(node->Type);+                    }+                }+            };+            static const MyTreeNode nodes[] =+            {+                { "Root",                         "Folder",       -1,       1, 3    }, // 0+                { "Music",                        "Folder",       -1,       4, 2    }, // 1+                { "Textures",                     "Folder",       -1,       6, 3    }, // 2+                { "desktop.ini",                  "System file",  1024,    -1,-1    }, // 3+                { "File1_a.wav",                  "Audio file",   123000,  -1,-1    }, // 4+                { "File1_b.wav",                  "Audio file",   456000,  -1,-1    }, // 5+                { "Image001.png",                 "Image file",   203128,  -1,-1    }, // 6+                { "Copy of Image001.png",         "Image file",   203256,  -1,-1    }, // 7+                { "Copy of Image001 (Final2).png","Image file",   203512,  -1,-1    }, // 8+            };++            MyTreeNode::DisplayNode(&nodes[0], nodes);++            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Item width");+    if (ImGui::TreeNode("Item width"))+    {+        HelpMarker(+            "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n"+            "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense.");+        if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders))+        {+            ImGui::TableSetupColumn("small");+            ImGui::TableSetupColumn("half");+            ImGui::TableSetupColumn("right-align");+            ImGui::TableHeadersRow();++            for (int row = 0; row < 3; row++)+            {+                ImGui::TableNextRow();+                if (row == 0)+                {+                    // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient)+                    ImGui::TableSetColumnIndex(0);+                    ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small+                    ImGui::TableSetColumnIndex(1);+                    ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f);+                    ImGui::TableSetColumnIndex(2);+                    ImGui::PushItemWidth(-FLT_MIN); // Right-aligned+                }++                // Draw our contents+                static float dummy_f = 0.0f;+                ImGui::PushID(row);+                ImGui::TableSetColumnIndex(0);+                ImGui::SliderFloat("float0", &dummy_f, 0.0f, 1.0f);+                ImGui::TableSetColumnIndex(1);+                ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f);+                ImGui::TableSetColumnIndex(2);+                ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned+                ImGui::PopID();+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    // Demonstrate using TableHeader() calls instead of TableHeadersRow()+    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Custom headers");+    if (ImGui::TreeNode("Custom headers"))+    {+        const int COLUMNS_COUNT = 3;+        if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))+        {+            ImGui::TableSetupColumn("Apricot");+            ImGui::TableSetupColumn("Banana");+            ImGui::TableSetupColumn("Cherry");++            // Dummy entire-column selection storage+            // FIXME: It would be nice to actually demonstrate full-featured selection using those checkbox.+            static bool column_selected[3] = {};++            // Instead of calling TableHeadersRow() we'll submit custom headers ourselves+            ImGui::TableNextRow(ImGuiTableRowFlags_Headers);+            for (int column = 0; column < COLUMNS_COUNT; column++)+            {+                ImGui::TableSetColumnIndex(column);+                const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn()+                ImGui::PushID(column);+                ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0));+                ImGui::Checkbox("##checkall", &column_selected[column]);+                ImGui::PopStyleVar();+                ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);+                ImGui::TableHeader(column_name);+                ImGui::PopID();+            }++            for (int row = 0; row < 5; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < 3; column++)+                {+                    char buf[32];+                    sprintf(buf, "Cell %d,%d", column, row);+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Selectable(buf, column_selected[column]);+                }+            }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader()+    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Context menus");+    if (ImGui::TreeNode("Context menus"))+    {+        HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.");+        static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody;++        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody);+        PopStyleCompact();++        // Context Menus: first example+        // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu.+        // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set)+        const int COLUMNS_COUNT = 3;+        if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1))+        {+            ImGui::TableSetupColumn("One");+            ImGui::TableSetupColumn("Two");+            ImGui::TableSetupColumn("Three");++            // [1.1]] Right-click on the TableHeadersRow() line to open the default table context menu.+            ImGui::TableHeadersRow();++            // Submit dummy contents+            for (int row = 0; row < 4; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < COLUMNS_COUNT; column++)+                {+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("Cell %d,%d", column, row);+                }+            }+            ImGui::EndTable();+        }++        // Context Menus: second example+        // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.+        // [2.2] Right-click on the ".." to open a custom popup+        // [2.3] Right-click in columns to open another custom popup+        HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body).");+        ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders;+        if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2))+        {+            ImGui::TableSetupColumn("One");+            ImGui::TableSetupColumn("Two");+            ImGui::TableSetupColumn("Three");++            // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu.+            ImGui::TableHeadersRow();+            for (int row = 0; row < 4; row++)+            {+                ImGui::TableNextRow();+                for (int column = 0; column < COLUMNS_COUNT; column++)+                {+                    // Submit dummy contents+                    ImGui::TableSetColumnIndex(column);+                    ImGui::Text("Cell %d,%d", column, row);+                    ImGui::SameLine();++                    // [2.2] Right-click on the ".." to open a custom popup+                    ImGui::PushID(row * COLUMNS_COUNT + column);+                    ImGui::SmallButton("..");+                    if (ImGui::BeginPopupContextItem())+                    {+                        ImGui::Text("This is the popup for Button(\"..\") in Cell %d,%d", column, row);+                        if (ImGui::Button("Close"))+                            ImGui::CloseCurrentPopup();+                        ImGui::EndPopup();+                    }+                    ImGui::PopID();+                }+            }++            // [2.3] Right-click anywhere in columns to open another custom popup+            // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup+            // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping)+            int hovered_column = -1;+            for (int column = 0; column < COLUMNS_COUNT + 1; column++)+            {+                ImGui::PushID(column);+                if (ImGui::TableGetColumnFlags(column) & ImGuiTableColumnFlags_IsHovered)+                    hovered_column = column;+                if (hovered_column == column && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(1))+                    ImGui::OpenPopup("MyPopup");+                if (ImGui::BeginPopup("MyPopup"))+                {+                    if (column == COLUMNS_COUNT)+                        ImGui::Text("This is a custom popup for unused space after the last column.");+                    else+                        ImGui::Text("This is a custom popup for Column %d", column);+                    if (ImGui::Button("Close"))+                        ImGui::CloseCurrentPopup();+                    ImGui::EndPopup();+                }+                ImGui::PopID();+            }++            ImGui::EndTable();+            ImGui::Text("Hovered column: %d", hovered_column);+        }+        ImGui::TreePop();+    }++    // Demonstrate creating multiple tables with the same ID+    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Synced instances");+    if (ImGui::TreeNode("Synced instances"))+    {+        HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.");++        static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings;+        ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);+        ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit);+        for (int n = 0; n < 3; n++)+        {+            char buf[32];+            sprintf(buf, "Synced Table %d", n);+            bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen);+            if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5)))+            {+                ImGui::TableSetupColumn("One");+                ImGui::TableSetupColumn("Two");+                ImGui::TableSetupColumn("Three");+                ImGui::TableHeadersRow();+                const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions.+                for (int cell = 0; cell < cell_count; cell++)+                {+                    ImGui::TableNextColumn();+                    ImGui::Text("this cell %d", cell);+                }+                ImGui::EndTable();+            }+        }+        ImGui::TreePop();+    }++    // Demonstrate using Sorting facilities+    // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting.+    // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified)+    static const char* template_items_names[] =+    {+        "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango",+        "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot"+    };+    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Sorting");+    if (ImGui::TreeNode("Sorting"))+    {+        // Create item list+        static ImVector<MyItem> items;+        if (items.Size == 0)+        {+            items.resize(50, MyItem());+            for (int n = 0; n < items.Size; n++)+            {+                const int template_n = n % IM_ARRAYSIZE(template_items_names);+                MyItem& item = items[n];+                item.ID = n;+                item.Name = template_items_names[template_n];+                item.Quantity = (n * n - n) % 20; // Assign default quantities+            }+        }++        // Options+        static ImGuiTableFlags flags =+            ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti+            | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody+            | ImGuiTableFlags_ScrollY;+        PushStyleCompact();+        ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);+        ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");+        ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);+        ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");+        PopStyleCompact();++        if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f))+        {+            // Declare columns+            // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.+            // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!+            // Demonstrate using a mixture of flags among available sort-related flags:+            // - ImGuiTableColumnFlags_DefaultSort+            // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending+            // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending+            ImGui::TableSetupColumn("ID",       ImGuiTableColumnFlags_DefaultSort          | ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_ID);+            ImGui::TableSetupColumn("Name",                                                  ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_Name);+            ImGui::TableSetupColumn("Action",   ImGuiTableColumnFlags_NoSort               | ImGuiTableColumnFlags_WidthFixed,   0.0f, MyItemColumnID_Action);+            ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity);+            ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible+            ImGui::TableHeadersRow();++            // Sort our data if sort specs have been changed!+            if (ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs())+                if (sort_specs->SpecsDirty)+                {+                    MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size);+                    sort_specs->SpecsDirty = false;+                }++            // Demonstrate using clipper for large vertical lists+            ImGuiListClipper clipper;+            clipper.Begin(items.Size);+            while (clipper.Step())+                for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)+                {+                    // Display a data item+                    MyItem* item = &items[row_n];+                    ImGui::PushID(item->ID);+                    ImGui::TableNextRow();+                    ImGui::TableNextColumn();+                    ImGui::Text("%04d", item->ID);+                    ImGui::TableNextColumn();+                    ImGui::TextUnformatted(item->Name);+                    ImGui::TableNextColumn();+                    ImGui::SmallButton("None");+                    ImGui::TableNextColumn();+                    ImGui::Text("%d", item->Quantity);+                    ImGui::PopID();+                }+            ImGui::EndTable();+        }+        ImGui::TreePop();+    }++    // In this example we'll expose most table flags and settings.+    // For specific flags and settings refer to the corresponding section for more detailed explanation.+    // This section is mostly useful to experiment with combining certain flags or settings with each others.+    //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]+    if (open_action != -1)+        ImGui::SetNextItemOpen(open_action != 0);+    IMGUI_DEMO_MARKER("Tables/Advanced");+    if (ImGui::TreeNode("Advanced"))+    {+        static ImGuiTableFlags flags =+            ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable+            | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti+            | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody+            | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY+            | ImGuiTableFlags_SizingFixedFit;++        enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow };+        static int contents_type = CT_SelectableSpanRow;+        const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" };+        static int freeze_cols = 1;+        static int freeze_rows = 1;+        static int items_count = IM_ARRAYSIZE(template_items_names) * 2;+        static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12);+        static float row_min_height = 0.0f; // Auto+        static float inner_width_with_scroll = 0.0f; // Auto-extend+        static bool outer_size_enabled = true;+        static bool show_headers = true;+        static bool show_wrapped_text = false;+        //static ImGuiTextFilter filter;+        //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing+        if (ImGui::TreeNode("Options"))+        {+            // Make the UI compact because there are so many fields+            PushStyleCompact();+            ImGui::PushItemWidth(TEXT_BASE_WIDTH * 28.0f);++            if (ImGui::TreeNodeEx("Features:", ImGuiTreeNodeFlags_DefaultOpen))+            {+                ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);+                ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable);+                ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable);+                ImGui::CheckboxFlags("ImGuiTableFlags_Sortable", &flags, ImGuiTableFlags_Sortable);+                ImGui::CheckboxFlags("ImGuiTableFlags_NoSavedSettings", &flags, ImGuiTableFlags_NoSavedSettings);+                ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags, ImGuiTableFlags_ContextMenuInBody);+                ImGui::TreePop();+            }++            if (ImGui::TreeNodeEx("Decorations:", ImGuiTreeNodeFlags_DefaultOpen))+            {+                ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg);+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV);+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV);+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV);+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH);+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH);+                ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH);+                ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");+                ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");+                ImGui::TreePop();+            }++            if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen))+            {+                EditTableSizingFlags(&flags);+                ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical.");+                ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX);+                ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used.");+                ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY);+                ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible.");+                ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible);+                ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled.");+                ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths);+                ImGui::SameLine(); HelpMarker("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.");+                ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip);+                ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options.");+                ImGui::TreePop();+            }++            if (ImGui::TreeNodeEx("Padding:", ImGuiTreeNodeFlags_DefaultOpen))+            {+                ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags, ImGuiTableFlags_PadOuterX);+                ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags, ImGuiTableFlags_NoPadOuterX);+                ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags, ImGuiTableFlags_NoPadInnerX);+                ImGui::TreePop();+            }++            if (ImGui::TreeNodeEx("Scrolling:", ImGuiTreeNodeFlags_DefaultOpen))+            {+                ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX);+                ImGui::SameLine();+                ImGui::SetNextItemWidth(ImGui::GetFrameHeight());+                ImGui::DragInt("freeze_cols", &freeze_cols, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);+                ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);+                ImGui::SameLine();+                ImGui::SetNextItemWidth(ImGui::GetFrameHeight());+                ImGui::DragInt("freeze_rows", &freeze_rows, 0.2f, 0, 9, NULL, ImGuiSliderFlags_NoInput);+                ImGui::TreePop();+            }++            if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen))+            {+                ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti);+                ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).");+                ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate);+                ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).");+                ImGui::TreePop();+            }++            if (ImGui::TreeNodeEx("Other:", ImGuiTreeNodeFlags_DefaultOpen))+            {+                ImGui::Checkbox("show_headers", &show_headers);+                ImGui::Checkbox("show_wrapped_text", &show_wrapped_text);++                ImGui::DragFloat2("##OuterSize", &outer_size_value.x);+                ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);+                ImGui::Checkbox("outer_size", &outer_size_enabled);+                ImGui::SameLine();+                HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n"+                    "- The table is output directly in the parent window.\n"+                    "- OuterSize.x < 0.0f will right-align the table.\n"+                    "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n"+                    "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).");++                // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling.+                // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled.+                ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX);++                ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX);+                ImGui::SameLine(); HelpMarker("Specify height of the Selectable item.");++                ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999);+                ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names));+                //filter.Draw("filter");+                ImGui::TreePop();+            }++            ImGui::PopItemWidth();+            PopStyleCompact();+            ImGui::Spacing();+            ImGui::TreePop();+        }++        // Update item list if we changed the number of items+        static ImVector<MyItem> items;+        static ImVector<int> selection;+        static bool items_need_sort = false;+        if (items.Size != items_count)+        {+            items.resize(items_count, MyItem());+            for (int n = 0; n < items_count; n++)+            {+                const int template_n = n % IM_ARRAYSIZE(template_items_names);+                MyItem& item = items[n];+                item.ID = n;+                item.Name = template_items_names[template_n];+                item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities+            }+        }++        const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList();+        const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size;+        ImVec2 table_scroll_cur, table_scroll_max; // For debug display+        const ImDrawList* table_draw_list = NULL;  // "++        // Submit table+        const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f;+        if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use))+        {+            // Declare columns+            // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications.+            // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index!+            ImGui::TableSetupColumn("ID",           ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID);+            ImGui::TableSetupColumn("Name",         ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name);+            ImGui::TableSetupColumn("Action",       ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action);+            ImGui::TableSetupColumn("Quantity",     ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity);+            ImGui::TableSetupColumn("Description",  (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description);+            ImGui::TableSetupColumn("Hidden",       ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort);+            ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows);++            // Sort our data if sort specs have been changed!+            ImGuiTableSortSpecs* sort_specs = ImGui::TableGetSortSpecs();+            if (sort_specs && sort_specs->SpecsDirty)+                items_need_sort = true;+            if (sort_specs && items_need_sort && items.Size > 1)+            {+                MyItem::SortWithSortSpecs(sort_specs, items.Data, items.Size);+                sort_specs->SpecsDirty = false;+            }+            items_need_sort = false;++            // Take note of whether we are currently sorting based on the Quantity field,+            // we will use this to trigger sorting when we know the data of this column has been modified.+            const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0;++            // Show headers+            if (show_headers)+                ImGui::TableHeadersRow();++            // Show data+            // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here?+            ImGui::PushButtonRepeat(true);+#if 1+            // Demonstrate using clipper for large vertical lists+            ImGuiListClipper clipper;+            clipper.Begin(items.Size);+            while (clipper.Step())+            {+                for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++)+#else+            // Without clipper+            {+                for (int row_n = 0; row_n < items.Size; row_n++)+#endif+                {+                    MyItem* item = &items[row_n];+                    //if (!filter.PassFilter(item->Name))+                    //    continue;++                    const bool item_is_selected = selection.contains(item->ID);+                    ImGui::PushID(item->ID);+                    ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height);++                    // For the demo purpose we can select among different type of items submitted in the first column+                    ImGui::TableSetColumnIndex(0);+                    char label[32];+                    sprintf(label, "%04d", item->ID);+                    if (contents_type == CT_Text)+                        ImGui::TextUnformatted(label);+                    else if (contents_type == CT_Button)+                        ImGui::Button(label);+                    else if (contents_type == CT_SmallButton)+                        ImGui::SmallButton(label);+                    else if (contents_type == CT_FillButton)+                        ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f));+                    else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow)+                    {+                        ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap : ImGuiSelectableFlags_None;+                        if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height)))+                        {+                            if (ImGui::GetIO().KeyCtrl)+                            {+                                if (item_is_selected)+                                    selection.find_erase_unsorted(item->ID);+                                else+                                    selection.push_back(item->ID);+                            }+                            else+                            {+                                selection.clear();+                                selection.push_back(item->ID);+                            }+                        }+                    }++                    if (ImGui::TableSetColumnIndex(1))+                        ImGui::TextUnformatted(item->Name);++                    // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity,+                    // and we are currently sorting on the column showing the Quantity.+                    // To avoid triggering a sort while holding the button, we only trigger it when the button has been released.+                    // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes.+                    if (ImGui::TableSetColumnIndex(2))+                    {+                        if (ImGui::SmallButton("Chop")) { item->Quantity += 1; }+                        if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }+                        ImGui::SameLine();+                        if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; }+                        if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; }+                    }++                    if (ImGui::TableSetColumnIndex(3))+                        ImGui::Text("%d", item->Quantity);++                    ImGui::TableSetColumnIndex(4);+                    if (show_wrapped_text)+                        ImGui::TextWrapped("Lorem ipsum dolor sit amet");+                    else+                        ImGui::Text("Lorem ipsum dolor sit amet");++                    if (ImGui::TableSetColumnIndex(5))+                        ImGui::Text("1234");++                    ImGui::PopID();+                }+            }+            ImGui::PopButtonRepeat();++            // Store some info to display debug details below+            table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY());+            table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY());+            table_draw_list = ImGui::GetWindowDrawList();+            ImGui::EndTable();+        }+        static bool show_debug_details = false;+        ImGui::Checkbox("Debug details", &show_debug_details);+        if (show_debug_details && table_draw_list)+        {+            ImGui::SameLine(0.0f, 0.0f);+            const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size;+            if (table_draw_list == parent_draw_list)+                ImGui::Text(": DrawCmd: +%d (in same window)",+                    table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count);+            else+                ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)",+                    table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y);+        }+        ImGui::TreePop();+    }++    ImGui::PopID();++    ShowDemoWindowColumns();++    if (disable_indent)+        ImGui::PopStyleVar();+}++// Demonstrate old/legacy Columns API!+// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]+static void ShowDemoWindowColumns()+{+    IMGUI_DEMO_MARKER("Columns (legacy API)");+    bool open = ImGui::TreeNode("Legacy Columns API");+    ImGui::SameLine();+    HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!");+    if (!open)+        return;++    // Basic columns+    IMGUI_DEMO_MARKER("Columns (legacy API)/Basic");+    if (ImGui::TreeNode("Basic"))+    {+        ImGui::Text("Without border:");+        ImGui::Columns(3, "mycolumns3", false);  // 3-ways, no border+        ImGui::Separator();+        for (int n = 0; n < 14; n++)+        {+            char label[32];+            sprintf(label, "Item %d", n);+            if (ImGui::Selectable(label)) {}+            //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {}+            ImGui::NextColumn();+        }+        ImGui::Columns(1);+        ImGui::Separator();++        ImGui::Text("With border:");+        ImGui::Columns(4, "mycolumns"); // 4-ways, with border+        ImGui::Separator();+        ImGui::Text("ID"); ImGui::NextColumn();+        ImGui::Text("Name"); ImGui::NextColumn();+        ImGui::Text("Path"); ImGui::NextColumn();+        ImGui::Text("Hovered"); ImGui::NextColumn();+        ImGui::Separator();+        const char* names[3] = { "One", "Two", "Three" };+        const char* paths[3] = { "/path/one", "/path/two", "/path/three" };+        static int selected = -1;+        for (int i = 0; i < 3; i++)+        {+            char label[32];+            sprintf(label, "%04d", i);+            if (ImGui::Selectable(label, selected == i, ImGuiSelectableFlags_SpanAllColumns))+                selected = i;+            bool hovered = ImGui::IsItemHovered();+            ImGui::NextColumn();+            ImGui::Text(names[i]); ImGui::NextColumn();+            ImGui::Text(paths[i]); ImGui::NextColumn();+            ImGui::Text("%d", hovered); ImGui::NextColumn();+        }+        ImGui::Columns(1);+        ImGui::Separator();+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Columns (legacy API)/Borders");+    if (ImGui::TreeNode("Borders"))+    {+        // NB: Future columns API should allow automatic horizontal borders.+        static bool h_borders = true;+        static bool v_borders = true;+        static int columns_count = 4;+        const int lines_count = 3;+        ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);+        ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns");+        if (columns_count < 2)+            columns_count = 2;+        ImGui::SameLine();+        ImGui::Checkbox("horizontal", &h_borders);+        ImGui::SameLine();+        ImGui::Checkbox("vertical", &v_borders);+        ImGui::Columns(columns_count, NULL, v_borders);+        for (int i = 0; i < columns_count * lines_count; i++)+        {+            if (h_borders && ImGui::GetColumnIndex() == 0)+                ImGui::Separator();+            ImGui::Text("%c%c%c", 'a' + i, 'a' + i, 'a' + i);+            ImGui::Text("Width %.2f", ImGui::GetColumnWidth());+            ImGui::Text("Avail %.2f", ImGui::GetContentRegionAvail().x);+            ImGui::Text("Offset %.2f", ImGui::GetColumnOffset());+            ImGui::Text("Long text that is likely to clip");+            ImGui::Button("Button", ImVec2(-FLT_MIN, 0.0f));+            ImGui::NextColumn();+        }+        ImGui::Columns(1);+        if (h_borders)+            ImGui::Separator();+        ImGui::TreePop();+    }++    // Create multiple items in a same cell before switching to next column+    IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items");+    if (ImGui::TreeNode("Mixed items"))+    {+        ImGui::Columns(3, "mixed");+        ImGui::Separator();++        ImGui::Text("Hello");+        ImGui::Button("Banana");+        ImGui::NextColumn();++        ImGui::Text("ImGui");+        ImGui::Button("Apple");+        static float foo = 1.0f;+        ImGui::InputFloat("red", &foo, 0.05f, 0, "%.3f");+        ImGui::Text("An extra line here.");+        ImGui::NextColumn();++        ImGui::Text("Sailor");+        ImGui::Button("Corniflower");+        static float bar = 1.0f;+        ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f");+        ImGui::NextColumn();++        if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();+        if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();+        if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn();+        ImGui::Columns(1);+        ImGui::Separator();+        ImGui::TreePop();+    }++    // Word wrapping+    IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping");+    if (ImGui::TreeNode("Word-wrapping"))+    {+        ImGui::Columns(2, "word-wrapping");+        ImGui::Separator();+        ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");+        ImGui::TextWrapped("Hello Left");+        ImGui::NextColumn();+        ImGui::TextWrapped("The quick brown fox jumps over the lazy dog.");+        ImGui::TextWrapped("Hello Right");+        ImGui::Columns(1);+        ImGui::Separator();+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling");+    if (ImGui::TreeNode("Horizontal Scrolling"))+    {+        ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));+        ImVec2 child_size = ImVec2(0, ImGui::GetFontSize() * 20.0f);+        ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar);+        ImGui::Columns(10);++        // Also demonstrate using clipper for large vertical lists+        int ITEMS_COUNT = 2000;+        ImGuiListClipper clipper;+        clipper.Begin(ITEMS_COUNT);+        while (clipper.Step())+        {+            for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)+                for (int j = 0; j < 10; j++)+                {+                    ImGui::Text("Line %d Column %d...", i, j);+                    ImGui::NextColumn();+                }+        }+        ImGui::Columns(1);+        ImGui::EndChild();+        ImGui::TreePop();+    }++    IMGUI_DEMO_MARKER("Columns (legacy API)/Tree");+    if (ImGui::TreeNode("Tree"))+    {+        ImGui::Columns(2, "tree", true);+        for (int x = 0; x < 3; x++)+        {+            bool open1 = ImGui::TreeNode((void*)(intptr_t)x, "Node%d", x);+            ImGui::NextColumn();+            ImGui::Text("Node contents");+            ImGui::NextColumn();+            if (open1)+            {+                for (int y = 0; y < 3; y++)+                {+                    bool open2 = ImGui::TreeNode((void*)(intptr_t)y, "Node%d.%d", x, y);+                    ImGui::NextColumn();+                    ImGui::Text("Node contents");+                    if (open2)+                    {+                        ImGui::Text("Even more contents");+                        if (ImGui::TreeNode("Tree in column"))+                        {+                            ImGui::Text("The quick brown fox jumps over the lazy dog");+                            ImGui::TreePop();+                        }+                    }+                    ImGui::NextColumn();+                    if (open2)+                        ImGui::TreePop();+                }+                ImGui::TreePop();+            }+        }+        ImGui::Columns(1);+        ImGui::TreePop();+    }++    ImGui::TreePop();+}++static void ShowDemoWindowInputs()+{+    IMGUI_DEMO_MARKER("Inputs & Focus");+    if (ImGui::CollapsingHeader("Inputs & Focus"))+    {+        ImGuiIO& io = ImGui::GetIO();++        // Display inputs submitted to ImGuiIO+        IMGUI_DEMO_MARKER("Inputs & Focus/Inputs");+        ImGui::SetNextItemOpen(true, ImGuiCond_Once);+        if (ImGui::TreeNode("Inputs"))+        {+            HelpMarker(+                "This is a simplified view. See more detailed input state:\n"+                "- in 'Tools->Metrics/Debugger->Inputs'.\n"+                "- in 'Tools->Debug Log->IO'.");+            if (ImGui::IsMousePosValid())+                ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);+            else+                ImGui::Text("Mouse pos: <INVALID>");+            ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);+            ImGui::Text("Mouse down:");+            for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }+            ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);++            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.+            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.+#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO+            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };+            ImGuiKey start_key = ImGuiKey_NamedKey_BEGIN;+#else+            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array+            ImGuiKey start_key = (ImGuiKey)0;+#endif+            ImGui::Text("Keys down:");         for (ImGuiKey key = start_key; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); }+            ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");+            ImGui::Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine();  ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.++            ImGui::TreePop();+        }++        // Display ImGuiIO output flags+        IMGUI_DEMO_MARKER("Inputs & Focus/Outputs");+        ImGui::SetNextItemOpen(true, ImGuiCond_Once);+        if (ImGui::TreeNode("Outputs"))+        {+            HelpMarker(+                "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "+                "to instruct your application of how to route inputs. Typically, when a value is true, it means "+                "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"+                "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "+                "and underlying application should ignore mouse inputs (in practice there are many and more subtle "+                "rules leading to how those flags are set).");+            ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);+            ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);+            ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);+            ImGui::Text("io.WantTextInput: %d", io.WantTextInput);+            ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos);+            ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible);++            IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override");+            if (ImGui::TreeNode("WantCapture override"))+            {+                HelpMarker(+                    "Hovering the colored canvas will override io.WantCaptureXXX fields.\n"+                    "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking.");+                static int capture_override_mouse = -1;+                static int capture_override_keyboard = -1;+                const char* capture_override_desc[] = { "None", "Set to false", "Set to true" };+                ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);+                ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp);+                ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);+                ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp);++                ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item+                if (ImGui::IsItemHovered() && capture_override_mouse != -1)+                    ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1);+                if (ImGui::IsItemHovered() && capture_override_keyboard != -1)+                    ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1);++                ImGui::TreePop();+            }+            ImGui::TreePop();+        }++        // Display mouse cursors+        IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors");+        if (ImGui::TreeNode("Mouse Cursors"))+        {+            const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };+            IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);++            ImGuiMouseCursor current = ImGui::GetMouseCursor();+            ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);+            ImGui::BeginDisabled(true);+            ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);+            ImGui::EndDisabled();++            ImGui::Text("Hover to see mouse cursors:");+            ImGui::SameLine(); HelpMarker(+                "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "+                "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "+                "otherwise your backend needs to handle it.");+            for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)+            {+                char label[32];+                sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);+                ImGui::Bullet(); ImGui::Selectable(label, false);+                if (ImGui::IsItemHovered())+                    ImGui::SetMouseCursor(i);+            }+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing");+        if (ImGui::TreeNode("Tabbing"))+        {+            ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");+            static char buf[32] = "hello";+            ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));+            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));+            ImGui::InputText("3", buf, IM_ARRAYSIZE(buf));+            ImGui::PushTabStop(false);+            ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf));+            ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.");+            ImGui::PopTabStop();+            ImGui::InputText("5", buf, IM_ARRAYSIZE(buf));+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code");+        if (ImGui::TreeNode("Focus from code"))+        {+            bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();+            bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine();+            bool focus_3 = ImGui::Button("Focus on 3");+            int has_focus = 0;+            static char buf[128] = "click on a button to set focus";++            if (focus_1) ImGui::SetKeyboardFocusHere();+            ImGui::InputText("1", buf, IM_ARRAYSIZE(buf));+            if (ImGui::IsItemActive()) has_focus = 1;++            if (focus_2) ImGui::SetKeyboardFocusHere();+            ImGui::InputText("2", buf, IM_ARRAYSIZE(buf));+            if (ImGui::IsItemActive()) has_focus = 2;++            ImGui::PushTabStop(false);+            if (focus_3) ImGui::SetKeyboardFocusHere();+            ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf));+            if (ImGui::IsItemActive()) has_focus = 3;+            ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab.");+            ImGui::PopTabStop();++            if (has_focus)+                ImGui::Text("Item with focus: %d", has_focus);+            else+                ImGui::Text("Item with focus: <none>");++            // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item+            static float f3[3] = { 0.0f, 0.0f, 0.0f };+            int focus_ahead = -1;+            if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine();+            if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine();+            if (ImGui::Button("Focus on Z")) { focus_ahead = 2; }+            if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead);+            ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f);++            ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code.");+            ImGui::TreePop();+        }++        IMGUI_DEMO_MARKER("Inputs & Focus/Dragging");+        if (ImGui::TreeNode("Dragging"))+        {+            ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");+            for (int button = 0; button < 3; button++)+            {+                ImGui::Text("IsMouseDragging(%d):", button);+                ImGui::Text("  w/ default threshold: %d,", ImGui::IsMouseDragging(button));+                ImGui::Text("  w/ zero threshold: %d,", ImGui::IsMouseDragging(button, 0.0f));+                ImGui::Text("  w/ large threshold: %d,", ImGui::IsMouseDragging(button, 20.0f));+            }++            ImGui::Button("Drag Me");+            if (ImGui::IsItemActive())+                ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor++            // Drag operations gets "unlocked" when the mouse has moved past a certain threshold+            // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher+            // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta().+            ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f);+            ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0);+            ImVec2 mouse_delta = io.MouseDelta;+            ImGui::Text("GetMouseDragDelta(0):");+            ImGui::Text("  w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y);+            ImGui::Text("  w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y);+            ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y);+            ImGui::TreePop();+        }+    }+}++//-----------------------------------------------------------------------------+// [SECTION] About Window / ShowAboutWindow()+// Access from Dear ImGui Demo -> Tools -> About+//-----------------------------------------------------------------------------++void ImGui::ShowAboutWindow(bool* p_open)+{+    if (!ImGui::Begin("About Dear ImGui", p_open, ImGuiWindowFlags_AlwaysAutoResize))+    {+        ImGui::End();+        return;+    }+    IMGUI_DEMO_MARKER("Tools/About Dear ImGui");+    ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);+    ImGui::Separator();+    ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");+    ImGui::Text("Dear ImGui is licensed under the MIT License, see LICENSE for more information.");+    ImGui::Text("If your company uses this, please consider sponsoring the project!");++    static bool show_config_info = false;+    ImGui::Checkbox("Config/Build Information", &show_config_info);+    if (show_config_info)+    {+        ImGuiIO& io = ImGui::GetIO();+        ImGuiStyle& style = ImGui::GetStyle();++        bool copy_to_clipboard = ImGui::Button("Copy to clipboard");+        ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18);+        ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove);+        if (copy_to_clipboard)+        {+            ImGui::LogToClipboard();+            ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub+        }++        ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);+        ImGui::Separator();+        ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert));+        ImGui::Text("define: __cplusplus=%d", (int)__cplusplus);+#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+        ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");+#endif+#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO+        ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");+#endif+#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS+        ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");+#endif+#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS+        ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS");+#endif+#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS+        ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS");+#endif+#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS+        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS");+#endif+#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS+        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS");+#endif+#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS+        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS");+#endif+#ifdef IMGUI_DISABLE_FILE_FUNCTIONS+        ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS");+#endif+#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS+        ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS");+#endif+#ifdef IMGUI_USE_BGRA_PACKED_COLOR+        ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR");+#endif+#ifdef _WIN32+        ImGui::Text("define: _WIN32");+#endif+#ifdef _WIN64+        ImGui::Text("define: _WIN64");+#endif+#ifdef __linux__+        ImGui::Text("define: __linux__");+#endif+#ifdef __APPLE__+        ImGui::Text("define: __APPLE__");+#endif+#ifdef _MSC_VER+        ImGui::Text("define: _MSC_VER=%d", _MSC_VER);+#endif+#ifdef _MSVC_LANG+        ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG);+#endif+#ifdef __MINGW32__+        ImGui::Text("define: __MINGW32__");+#endif+#ifdef __MINGW64__+        ImGui::Text("define: __MINGW64__");+#endif+#ifdef __GNUC__+        ImGui::Text("define: __GNUC__=%d", (int)__GNUC__);+#endif+#ifdef __clang_version__+        ImGui::Text("define: __clang_version__=%s", __clang_version__);+#endif+#ifdef __EMSCRIPTEN__+        ImGui::Text("define: __EMSCRIPTEN__");+#endif+        ImGui::Separator();+        ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL");+        ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL");+        ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags);+        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)        ImGui::Text(" NavEnableKeyboard");+        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)         ImGui::Text(" NavEnableGamepad");+        if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)     ImGui::Text(" NavEnableSetMousePos");+        if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)     ImGui::Text(" NavNoCaptureKeyboard");+        if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)                  ImGui::Text(" NoMouse");+        if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange)      ImGui::Text(" NoMouseCursorChange");+        if (io.MouseDrawCursor)                                         ImGui::Text("io.MouseDrawCursor");+        if (io.ConfigMacOSXBehaviors)                                   ImGui::Text("io.ConfigMacOSXBehaviors");+        if (io.ConfigInputTextCursorBlink)                              ImGui::Text("io.ConfigInputTextCursorBlink");+        if (io.ConfigWindowsResizeFromEdges)                            ImGui::Text("io.ConfigWindowsResizeFromEdges");+        if (io.ConfigWindowsMoveFromTitleBarOnly)                       ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly");+        if (io.ConfigMemoryCompactTimer >= 0.0f)                        ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer);+        ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags);+        if (io.BackendFlags & ImGuiBackendFlags_HasGamepad)             ImGui::Text(" HasGamepad");+        if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)        ImGui::Text(" HasMouseCursors");+        if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)         ImGui::Text(" HasSetMousePos");+        if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)   ImGui::Text(" RendererHasVtxOffset");+        ImGui::Separator();+        ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);+        ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);+        ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);+        ImGui::Separator();+        ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y);+        ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize);+        ImGui::Text("style.FramePadding: %.2f,%.2f", style.FramePadding.x, style.FramePadding.y);+        ImGui::Text("style.FrameRounding: %.2f", style.FrameRounding);+        ImGui::Text("style.FrameBorderSize: %.2f", style.FrameBorderSize);+        ImGui::Text("style.ItemSpacing: %.2f,%.2f", style.ItemSpacing.x, style.ItemSpacing.y);+        ImGui::Text("style.ItemInnerSpacing: %.2f,%.2f", style.ItemInnerSpacing.x, style.ItemInnerSpacing.y);++        if (copy_to_clipboard)+        {+            ImGui::LogText("\n```\n");+            ImGui::LogFinish();+        }+        ImGui::EndChildFrame();+    }+    ImGui::End();+}++//-----------------------------------------------------------------------------+// [SECTION] Style Editor / ShowStyleEditor()+//-----------------------------------------------------------------------------+// - ShowFontSelector()+// - ShowStyleSelector()+// - ShowStyleEditor()+//-----------------------------------------------------------------------------++// Forward declare ShowFontAtlas() which isn't worth putting in public API yet+namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }++// Demo helper function to select among loaded fonts.+// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.+void ImGui::ShowFontSelector(const char* label)+{+    ImGuiIO& io = ImGui::GetIO();+    ImFont* font_current = ImGui::GetFont();+    if (ImGui::BeginCombo(label, font_current->GetDebugName()))+    {+        for (ImFont* font : io.Fonts->Fonts)+        {+            ImGui::PushID((void*)font);+            if (ImGui::Selectable(font->GetDebugName(), font == font_current))+                io.FontDefault = font;+            ImGui::PopID();+        }+        ImGui::EndCombo();+    }+    ImGui::SameLine();+    HelpMarker(+        "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"+        "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"+        "- Read FAQ and docs/FONTS.md for more details.\n"+        "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");+}++// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.+// Here we use the simplified Combo() api that packs items into a single literal string.+// Useful for quick combo boxes where the choices are known locally.+bool ImGui::ShowStyleSelector(const char* label)+{+    static int style_idx = -1;+    if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0"))+    {+        switch (style_idx)+        {+        case 0: ImGui::StyleColorsDark(); break;+        case 1: ImGui::StyleColorsLight(); break;+        case 2: ImGui::StyleColorsClassic(); break;+        }+        return true;+    }+    return false;+}++void ImGui::ShowStyleEditor(ImGuiStyle* ref)+{+    IMGUI_DEMO_MARKER("Tools/Style Editor");+    // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to+    // (without a reference style pointer, we will use one compared locally as a reference)+    ImGuiStyle& style = ImGui::GetStyle();+    static ImGuiStyle ref_saved_style;++    // Default to using internal storage as reference+    static bool init = true;+    if (init && ref == NULL)+        ref_saved_style = style;+    init = false;+    if (ref == NULL)+        ref = &ref_saved_style;++    ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.50f);++    if (ImGui::ShowStyleSelector("Colors##Selector"))+        ref_saved_style = style;+    ImGui::ShowFontSelector("Fonts##Selector");++    // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)+    if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))+        style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding+    { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } }+    ImGui::SameLine();+    { bool border = (style.FrameBorderSize > 0.0f);  if (ImGui::Checkbox("FrameBorder",  &border)) { style.FrameBorderSize  = border ? 1.0f : 0.0f; } }+    ImGui::SameLine();+    { bool border = (style.PopupBorderSize > 0.0f);  if (ImGui::Checkbox("PopupBorder",  &border)) { style.PopupBorderSize  = border ? 1.0f : 0.0f; } }++    // Save/Revert button+    if (ImGui::Button("Save Ref"))+        *ref = ref_saved_style = style;+    ImGui::SameLine();+    if (ImGui::Button("Revert Ref"))+        style = *ref;+    ImGui::SameLine();+    HelpMarker(+        "Save/Revert in local non-persistent storage. Default Colors definition are not affected. "+        "Use \"Export\" below to save them somewhere.");++    ImGui::Separator();++    if (ImGui::BeginTabBar("##tabs", ImGuiTabBarFlags_None))+    {+        if (ImGui::BeginTabItem("Sizes"))+        {+            ImGui::SeparatorText("Main");+            ImGui::SliderFloat2("WindowPadding", (float*)&style.WindowPadding, 0.0f, 20.0f, "%.0f");+            ImGui::SliderFloat2("FramePadding", (float*)&style.FramePadding, 0.0f, 20.0f, "%.0f");+            ImGui::SliderFloat2("CellPadding", (float*)&style.CellPadding, 0.0f, 20.0f, "%.0f");+            ImGui::SliderFloat2("ItemSpacing", (float*)&style.ItemSpacing, 0.0f, 20.0f, "%.0f");+            ImGui::SliderFloat2("ItemInnerSpacing", (float*)&style.ItemInnerSpacing, 0.0f, 20.0f, "%.0f");+            ImGui::SliderFloat2("TouchExtraPadding", (float*)&style.TouchExtraPadding, 0.0f, 10.0f, "%.0f");+            ImGui::SliderFloat("IndentSpacing", &style.IndentSpacing, 0.0f, 30.0f, "%.0f");+            ImGui::SliderFloat("ScrollbarSize", &style.ScrollbarSize, 1.0f, 20.0f, "%.0f");+            ImGui::SliderFloat("GrabMinSize", &style.GrabMinSize, 1.0f, 20.0f, "%.0f");++            ImGui::SeparatorText("Borders");+            ImGui::SliderFloat("WindowBorderSize", &style.WindowBorderSize, 0.0f, 1.0f, "%.0f");+            ImGui::SliderFloat("ChildBorderSize", &style.ChildBorderSize, 0.0f, 1.0f, "%.0f");+            ImGui::SliderFloat("PopupBorderSize", &style.PopupBorderSize, 0.0f, 1.0f, "%.0f");+            ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");+            ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");++            ImGui::SeparatorText("Rounding");+            ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");+            ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");+            ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");+            ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f");+            ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");+            ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");+            ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f");++            ImGui::SeparatorText("Widgets");+            ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f");+            int window_menu_button_position = style.WindowMenuButtonPosition + 1;+            if (ImGui::Combo("WindowMenuButtonPosition", (int*)&window_menu_button_position, "None\0Left\0Right\0"))+                style.WindowMenuButtonPosition = window_menu_button_position - 1;+            ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0");+            ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f");+            ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content.");+            ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f");+            ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content.");+            ImGui::SliderFloat("SeparatorTextBorderSize", &style.SeparatorTextBorderSize, 0.0f, 10.0f, "%.0f");+            ImGui::SliderFloat2("SeparatorTextAlign", (float*)&style.SeparatorTextAlign, 0.0f, 1.0f, "%.2f");+            ImGui::SliderFloat2("SeparatorTextPadding", (float*)&style.SeparatorTextPadding, 0.0f, 40.0f, "%.0f");+            ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f");++            ImGui::SeparatorText("Tooltips");+            for (int n = 0; n < 2; n++)+                if (ImGui::TreeNodeEx(n == 0 ? "HoverFlagsForTooltipMouse" : "HoverFlagsForTooltipNav"))+                {+                    ImGuiHoveredFlags* p = (n == 0) ? &style.HoverFlagsForTooltipMouse : &style.HoverFlagsForTooltipNav;+                    ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNone", p, ImGuiHoveredFlags_DelayNone);+                    ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayShort", p, ImGuiHoveredFlags_DelayShort);+                    ImGui::CheckboxFlags("ImGuiHoveredFlags_DelayNormal", p, ImGuiHoveredFlags_DelayNormal);+                    ImGui::CheckboxFlags("ImGuiHoveredFlags_Stationary", p, ImGuiHoveredFlags_Stationary);+                    ImGui::CheckboxFlags("ImGuiHoveredFlags_NoSharedDelay", p, ImGuiHoveredFlags_NoSharedDelay);+                    ImGui::TreePop();+                }++            ImGui::SeparatorText("Misc");+            ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured).");++            ImGui::EndTabItem();+        }++        if (ImGui::BeginTabItem("Colors"))+        {+            static int output_dest = 0;+            static bool output_only_modified = true;+            if (ImGui::Button("Export"))+            {+                if (output_dest == 0)+                    ImGui::LogToClipboard();+                else+                    ImGui::LogToTTY();+                ImGui::LogText("ImVec4* colors = ImGui::GetStyle().Colors;" IM_NEWLINE);+                for (int i = 0; i < ImGuiCol_COUNT; i++)+                {+                    const ImVec4& col = style.Colors[i];+                    const char* name = ImGui::GetStyleColorName(i);+                    if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0)+                        ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE,+                            name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w);+                }+                ImGui::LogFinish();+            }+            ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0");+            ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified);++            static ImGuiTextFilter filter;+            filter.Draw("Filter colors", ImGui::GetFontSize() * 16);++            static ImGuiColorEditFlags alpha_flags = 0;+            if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None))             { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine();+            if (ImGui::RadioButton("Alpha",  alpha_flags == ImGuiColorEditFlags_AlphaPreview))     { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine();+            if (ImGui::RadioButton("Both",   alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine();+            HelpMarker(+                "In the color list:\n"+                "Left-click on color square to open color picker,\n"+                "Right-click to open edit options menu.");++            ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened);+            ImGui::PushItemWidth(-160);+            for (int i = 0; i < ImGuiCol_COUNT; i++)+            {+                const char* name = ImGui::GetStyleColorName(i);+                if (!filter.PassFilter(name))+                    continue;+                ImGui::PushID(i);+                ImGui::ColorEdit4("##color", (float*)&style.Colors[i], ImGuiColorEditFlags_AlphaBar | alpha_flags);+                if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)+                {+                    // Tips: in a real user application, you may want to merge and use an icon font into the main font,+                    // so instead of "Save"/"Revert" you'd use icons!+                    // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient!+                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; }+                    ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; }+                }+                ImGui::SameLine(0.0f, style.ItemInnerSpacing.x);+                ImGui::TextUnformatted(name);+                ImGui::PopID();+            }+            ImGui::PopItemWidth();+            ImGui::EndChild();++            ImGui::EndTabItem();+        }++        if (ImGui::BeginTabItem("Fonts"))+        {+            ImGuiIO& io = ImGui::GetIO();+            ImFontAtlas* atlas = io.Fonts;+            HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");+            ImGui::ShowFontAtlas(atlas);++            // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.+            // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).+            const float MIN_SCALE = 0.3f;+            const float MAX_SCALE = 2.0f;+            HelpMarker(+                "Those are old settings provided for convenience.\n"+                "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, "+                "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"+                "Using those settings here will give you poor quality results.");+            static float window_scale = 1.0f;+            ImGui::PushItemWidth(ImGui::GetFontSize() * 8);+            if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window+                ImGui::SetWindowFontScale(window_scale);+            ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything+            ImGui::PopItemWidth();++            ImGui::EndTabItem();+        }++        if (ImGui::BeginTabItem("Rendering"))+        {+            ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines);+            ImGui::SameLine();+            HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");++            ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex);+            ImGui::SameLine();+            HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");++            ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);+            ImGui::PushItemWidth(ImGui::GetFontSize() * 8);+            ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");+            if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;++            // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles.+            ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp);+            const bool show_samples = ImGui::IsItemActive();+            if (show_samples)+                ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos());+            if (show_samples && ImGui::BeginTooltip())+            {+                ImGui::TextUnformatted("(R = radius, N = number of segments)");+                ImGui::Spacing();+                ImDrawList* draw_list = ImGui::GetWindowDrawList();+                const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x;+                for (int n = 0; n < 8; n++)+                {+                    const float RAD_MIN = 5.0f;+                    const float RAD_MAX = 70.0f;+                    const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f);++                    ImGui::BeginGroup();++                    ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad));++                    const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f);+                    const float offset_x     = floorf(canvas_width * 0.5f);+                    const float offset_y     = floorf(RAD_MAX);++                    const ImVec2 p1 = ImGui::GetCursorScreenPos();+                    draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));+                    ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));++                    /*+                    const ImVec2 p2 = ImGui::GetCursorScreenPos();+                    draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text));+                    ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2));+                    */++                    ImGui::EndGroup();+                    ImGui::SameLine();+                }+                ImGui::EndTooltip();+            }+            ImGui::SameLine();+            HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically.");++            ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero.+            ImGui::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha).");+            ImGui::PopItemWidth();++            ImGui::EndTabItem();+        }++        ImGui::EndTabBar();+    }++    ImGui::PopItemWidth();+}++//-----------------------------------------------------------------------------+// [SECTION] User Guide / ShowUserGuide()+//-----------------------------------------------------------------------------++void ImGui::ShowUserGuide()+{+    ImGuiIO& io = ImGui::GetIO();+    ImGui::BulletText("Double-click on title bar to collapse window.");+    ImGui::BulletText(+        "Click and drag on lower corner to resize window\n"+        "(double-click to auto fit window to its contents).");+    ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");+    ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");+    ImGui::BulletText("CTRL+Tab to select a window.");+    if (io.FontAllowUserScaling)+        ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");+    ImGui::BulletText("While inputing text:\n");+    ImGui::Indent();+    ImGui::BulletText("CTRL+Left/Right to word jump.");+    ImGui::BulletText("CTRL+A or double-click to select all.");+    ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");+    ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");+    ImGui::BulletText("ESCAPE to revert.");+    ImGui::Unindent();+    ImGui::BulletText("With keyboard navigation enabled:");+    ImGui::Indent();+    ImGui::BulletText("Arrow keys to navigate.");+    ImGui::BulletText("Space to activate a widget.");+    ImGui::BulletText("Return to input text into a widget.");+    ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");+    ImGui::BulletText("Alt to jump to the menu layer of a window.");+    ImGui::Unindent();+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()+//-----------------------------------------------------------------------------+// - ShowExampleAppMainMenuBar()+// - ShowExampleMenuFile()+//-----------------------------------------------------------------------------++// Demonstrate creating a "main" fullscreen menu bar and populating it.+// Note the difference between BeginMainMenuBar() and BeginMenuBar():+// - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!)+// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it.+static void ShowExampleAppMainMenuBar()+{+    if (ImGui::BeginMainMenuBar())+    {+        if (ImGui::BeginMenu("File"))+        {+            ShowExampleMenuFile();+            ImGui::EndMenu();+        }+        if (ImGui::BeginMenu("Edit"))+        {+            if (ImGui::MenuItem("Undo", "CTRL+Z")) {}+            if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {}  // Disabled item+            ImGui::Separator();+            if (ImGui::MenuItem("Cut", "CTRL+X")) {}+            if (ImGui::MenuItem("Copy", "CTRL+C")) {}+            if (ImGui::MenuItem("Paste", "CTRL+V")) {}+            ImGui::EndMenu();+        }+        ImGui::EndMainMenuBar();+    }+}++// Note that shortcuts are currently provided for display only+// (future version will add explicit flags to BeginMenu() to request processing shortcuts)+static void ShowExampleMenuFile()+{+    IMGUI_DEMO_MARKER("Examples/Menu");+    ImGui::MenuItem("(demo menu)", NULL, false, false);+    if (ImGui::MenuItem("New")) {}+    if (ImGui::MenuItem("Open", "Ctrl+O")) {}+    if (ImGui::BeginMenu("Open Recent"))+    {+        ImGui::MenuItem("fish_hat.c");+        ImGui::MenuItem("fish_hat.inl");+        ImGui::MenuItem("fish_hat.h");+        if (ImGui::BeginMenu("More.."))+        {+            ImGui::MenuItem("Hello");+            ImGui::MenuItem("Sailor");+            if (ImGui::BeginMenu("Recurse.."))+            {+                ShowExampleMenuFile();+                ImGui::EndMenu();+            }+            ImGui::EndMenu();+        }+        ImGui::EndMenu();+    }+    if (ImGui::MenuItem("Save", "Ctrl+S")) {}+    if (ImGui::MenuItem("Save As..")) {}++    ImGui::Separator();+    IMGUI_DEMO_MARKER("Examples/Menu/Options");+    if (ImGui::BeginMenu("Options"))+    {+        static bool enabled = true;+        ImGui::MenuItem("Enabled", "", &enabled);+        ImGui::BeginChild("child", ImVec2(0, 60), true);+        for (int i = 0; i < 10; i++)+            ImGui::Text("Scrolling Text %d", i);+        ImGui::EndChild();+        static float f = 0.5f;+        static int n = 0;+        ImGui::SliderFloat("Value", &f, 0.0f, 1.0f);+        ImGui::InputFloat("Input", &f, 0.1f);+        ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0");+        ImGui::EndMenu();+    }++    IMGUI_DEMO_MARKER("Examples/Menu/Colors");+    if (ImGui::BeginMenu("Colors"))+    {+        float sz = ImGui::GetTextLineHeight();+        for (int i = 0; i < ImGuiCol_COUNT; i++)+        {+            const char* name = ImGui::GetStyleColorName((ImGuiCol)i);+            ImVec2 p = ImGui::GetCursorScreenPos();+            ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i));+            ImGui::Dummy(ImVec2(sz, sz));+            ImGui::SameLine();+            ImGui::MenuItem(name);+        }+        ImGui::EndMenu();+    }++    // Here we demonstrate appending again to the "Options" menu (which we already created above)+    // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice.+    // In a real code-base using it would make senses to use this feature from very different code locations.+    if (ImGui::BeginMenu("Options")) // <-- Append!+    {+        IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu");+        static bool b = true;+        ImGui::Checkbox("SomeOption", &b);+        ImGui::EndMenu();+    }++    if (ImGui::BeginMenu("Disabled", false)) // Disabled+    {+        IM_ASSERT(0);+    }+    if (ImGui::MenuItem("Checked", NULL, true)) {}+    ImGui::Separator();+    if (ImGui::MenuItem("Quit", "Alt+F4")) {}+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Debug Console / ShowExampleAppConsole()+//-----------------------------------------------------------------------------++// Demonstrate creating a simple console window, with scrolling, filtering, completion and history.+// For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions.+struct ExampleAppConsole+{+    char                  InputBuf[256];+    ImVector<char*>       Items;+    ImVector<const char*> Commands;+    ImVector<char*>       History;+    int                   HistoryPos;    // -1: new line, 0..History.Size-1 browsing history.+    ImGuiTextFilter       Filter;+    bool                  AutoScroll;+    bool                  ScrollToBottom;++    ExampleAppConsole()+    {+        IMGUI_DEMO_MARKER("Examples/Console");+        ClearLog();+        memset(InputBuf, 0, sizeof(InputBuf));+        HistoryPos = -1;++        // "CLASSIFY" is here to provide the test case where "C"+[tab] completes to "CL" and display multiple matches.+        Commands.push_back("HELP");+        Commands.push_back("HISTORY");+        Commands.push_back("CLEAR");+        Commands.push_back("CLASSIFY");+        AutoScroll = true;+        ScrollToBottom = false;+        AddLog("Welcome to Dear ImGui!");+    }+    ~ExampleAppConsole()+    {+        ClearLog();+        for (int i = 0; i < History.Size; i++)+            free(History[i]);+    }++    // Portable helpers+    static int   Stricmp(const char* s1, const char* s2)         { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; }+    static int   Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; }+    static char* Strdup(const char* s)                           { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); }+    static void  Strtrim(char* s)                                { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; }++    void    ClearLog()+    {+        for (int i = 0; i < Items.Size; i++)+            free(Items[i]);+        Items.clear();+    }++    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)+    {+        // FIXME-OPT+        char buf[1024];+        va_list args;+        va_start(args, fmt);+        vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);+        buf[IM_ARRAYSIZE(buf)-1] = 0;+        va_end(args);+        Items.push_back(Strdup(buf));+    }++    void    Draw(const char* title, bool* p_open)+    {+        ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);+        if (!ImGui::Begin(title, p_open))+        {+            ImGui::End();+            return;+        }++        // As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar.+        // So e.g. IsItemHovered() will return true when hovering the title bar.+        // Here we create a context menu only available from the title bar.+        if (ImGui::BeginPopupContextItem())+        {+            if (ImGui::MenuItem("Close Console"))+                *p_open = false;+            ImGui::EndPopup();+        }++        ImGui::TextWrapped(+            "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate "+            "implementation may want to store entries along with extra data such as timestamp, emitter, etc.");+        ImGui::TextWrapped("Enter 'HELP' for help.");++        // TODO: display items starting from the bottom++        if (ImGui::SmallButton("Add Debug Text"))  { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); }+        ImGui::SameLine();+        if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); }+        ImGui::SameLine();+        if (ImGui::SmallButton("Clear"))           { ClearLog(); }+        ImGui::SameLine();+        bool copy_to_clipboard = ImGui::SmallButton("Copy");+        //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); }++        ImGui::Separator();++        // Options menu+        if (ImGui::BeginPopup("Options"))+        {+            ImGui::Checkbox("Auto-scroll", &AutoScroll);+            ImGui::EndPopup();+        }++        // Options, Filter+        if (ImGui::Button("Options"))+            ImGui::OpenPopup("Options");+        ImGui::SameLine();+        Filter.Draw("Filter (\"incl,-excl\") (\"error\")", 180);+        ImGui::Separator();++        // Reserve enough left-over height for 1 separator + 1 input text+        const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing();+        if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar))+        {+            if (ImGui::BeginPopupContextWindow())+            {+                if (ImGui::Selectable("Clear")) ClearLog();+                ImGui::EndPopup();+            }++            // Display every line as a separate entry so we can change their color or add custom widgets.+            // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());+            // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping+            // to only process visible items. The clipper will automatically measure the height of your first item and then+            // "seek" to display only items in the visible area.+            // To use the clipper we can replace your standard loop:+            //      for (int i = 0; i < Items.Size; i++)+            //   With:+            //      ImGuiListClipper clipper;+            //      clipper.Begin(Items.Size);+            //      while (clipper.Step())+            //         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)+            // - That your items are evenly spaced (same height)+            // - That you have cheap random access to your elements (you can access them given their index,+            //   without processing all the ones before)+            // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.+            // We would need random-access on the post-filtered list.+            // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices+            // or offsets of items that passed the filtering test, recomputing this array when user changes the filter,+            // and appending newly elements as they are inserted. This is left as a task to the user until we can manage+            // to improve this example code!+            // If your items are of variable height:+            // - Split them into same height items would be simpler and facilitate random-seeking into your list.+            // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing+            if (copy_to_clipboard)+                ImGui::LogToClipboard();+            for (const char* item : Items)+            {+                if (!Filter.PassFilter(item))+                    continue;++                // Normally you would store more information in your item than just a string.+                // (e.g. make Items[] an array of structure, store color/type etc.)+                ImVec4 color;+                bool has_color = false;+                if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }+                else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }+                if (has_color)+                    ImGui::PushStyleColor(ImGuiCol_Text, color);+                ImGui::TextUnformatted(item);+                if (has_color)+                    ImGui::PopStyleColor();+            }+            if (copy_to_clipboard)+                ImGui::LogFinish();++            // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.+            // Using a scrollbar or mouse-wheel will take away from the bottom edge.+            if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))+                ImGui::SetScrollHereY(1.0f);+            ScrollToBottom = false;++            ImGui::PopStyleVar();+        }+        ImGui::EndChild();+        ImGui::Separator();++        // Command-line+        bool reclaim_focus = false;+        ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;+        if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))+        {+            char* s = InputBuf;+            Strtrim(s);+            if (s[0])+                ExecCommand(s);+            strcpy(s, "");+            reclaim_focus = true;+        }++        // Auto-focus on window apparition+        ImGui::SetItemDefaultFocus();+        if (reclaim_focus)+            ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget++        ImGui::End();+    }++    void    ExecCommand(const char* command_line)+    {+        AddLog("# %s\n", command_line);++        // Insert into history. First find match and delete it so it can be pushed to the back.+        // This isn't trying to be smart or optimal.+        HistoryPos = -1;+        for (int i = History.Size - 1; i >= 0; i--)+            if (Stricmp(History[i], command_line) == 0)+            {+                free(History[i]);+                History.erase(History.begin() + i);+                break;+            }+        History.push_back(Strdup(command_line));++        // Process command+        if (Stricmp(command_line, "CLEAR") == 0)+        {+            ClearLog();+        }+        else if (Stricmp(command_line, "HELP") == 0)+        {+            AddLog("Commands:");+            for (int i = 0; i < Commands.Size; i++)+                AddLog("- %s", Commands[i]);+        }+        else if (Stricmp(command_line, "HISTORY") == 0)+        {+            int first = History.Size - 10;+            for (int i = first > 0 ? first : 0; i < History.Size; i++)+                AddLog("%3d: %s\n", i, History[i]);+        }+        else+        {+            AddLog("Unknown command: '%s'\n", command_line);+        }++        // On command input, we scroll to bottom even if AutoScroll==false+        ScrollToBottom = true;+    }++    // In C++11 you'd be better off using lambdas for this sort of forwarding callbacks+    static int TextEditCallbackStub(ImGuiInputTextCallbackData* data)+    {+        ExampleAppConsole* console = (ExampleAppConsole*)data->UserData;+        return console->TextEditCallback(data);+    }++    int     TextEditCallback(ImGuiInputTextCallbackData* data)+    {+        //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd);+        switch (data->EventFlag)+        {+        case ImGuiInputTextFlags_CallbackCompletion:+            {+                // Example of TEXT COMPLETION++                // Locate beginning of current word+                const char* word_end = data->Buf + data->CursorPos;+                const char* word_start = word_end;+                while (word_start > data->Buf)+                {+                    const char c = word_start[-1];+                    if (c == ' ' || c == '\t' || c == ',' || c == ';')+                        break;+                    word_start--;+                }++                // Build a list of candidates+                ImVector<const char*> candidates;+                for (int i = 0; i < Commands.Size; i++)+                    if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0)+                        candidates.push_back(Commands[i]);++                if (candidates.Size == 0)+                {+                    // No match+                    AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start);+                }+                else if (candidates.Size == 1)+                {+                    // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing.+                    data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));+                    data->InsertChars(data->CursorPos, candidates[0]);+                    data->InsertChars(data->CursorPos, " ");+                }+                else+                {+                    // Multiple matches. Complete as much as we can..+                    // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches.+                    int match_len = (int)(word_end - word_start);+                    for (;;)+                    {+                        int c = 0;+                        bool all_candidates_matches = true;+                        for (int i = 0; i < candidates.Size && all_candidates_matches; i++)+                            if (i == 0)+                                c = toupper(candidates[i][match_len]);+                            else if (c == 0 || c != toupper(candidates[i][match_len]))+                                all_candidates_matches = false;+                        if (!all_candidates_matches)+                            break;+                        match_len++;+                    }++                    if (match_len > 0)+                    {+                        data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start));+                        data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len);+                    }++                    // List matches+                    AddLog("Possible matches:\n");+                    for (int i = 0; i < candidates.Size; i++)+                        AddLog("- %s\n", candidates[i]);+                }++                break;+            }+        case ImGuiInputTextFlags_CallbackHistory:+            {+                // Example of HISTORY+                const int prev_history_pos = HistoryPos;+                if (data->EventKey == ImGuiKey_UpArrow)+                {+                    if (HistoryPos == -1)+                        HistoryPos = History.Size - 1;+                    else if (HistoryPos > 0)+                        HistoryPos--;+                }+                else if (data->EventKey == ImGuiKey_DownArrow)+                {+                    if (HistoryPos != -1)+                        if (++HistoryPos >= History.Size)+                            HistoryPos = -1;+                }++                // A better implementation would preserve the data on the current input line along with cursor position.+                if (prev_history_pos != HistoryPos)+                {+                    const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : "";+                    data->DeleteChars(0, data->BufTextLen);+                    data->InsertChars(0, history_str);+                }+            }+        }+        return 0;+    }+};++static void ShowExampleAppConsole(bool* p_open)+{+    static ExampleAppConsole console;+    console.Draw("Example: Console", p_open);+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Debug Log / ShowExampleAppLog()+//-----------------------------------------------------------------------------++// Usage:+//  static ExampleAppLog my_log;+//  my_log.AddLog("Hello %d world\n", 123);+//  my_log.Draw("title");+struct ExampleAppLog+{+    ImGuiTextBuffer     Buf;+    ImGuiTextFilter     Filter;+    ImVector<int>       LineOffsets; // Index to lines offset. We maintain this with AddLog() calls.+    bool                AutoScroll;  // Keep scrolling if already at the bottom.++    ExampleAppLog()+    {+        AutoScroll = true;+        Clear();+    }++    void    Clear()+    {+        Buf.clear();+        LineOffsets.clear();+        LineOffsets.push_back(0);+    }++    void    AddLog(const char* fmt, ...) IM_FMTARGS(2)+    {+        int old_size = Buf.size();+        va_list args;+        va_start(args, fmt);+        Buf.appendfv(fmt, args);+        va_end(args);+        for (int new_size = Buf.size(); old_size < new_size; old_size++)+            if (Buf[old_size] == '\n')+                LineOffsets.push_back(old_size + 1);+    }++    void    Draw(const char* title, bool* p_open = NULL)+    {+        if (!ImGui::Begin(title, p_open))+        {+            ImGui::End();+            return;+        }++        // Options menu+        if (ImGui::BeginPopup("Options"))+        {+            ImGui::Checkbox("Auto-scroll", &AutoScroll);+            ImGui::EndPopup();+        }++        // Main window+        if (ImGui::Button("Options"))+            ImGui::OpenPopup("Options");+        ImGui::SameLine();+        bool clear = ImGui::Button("Clear");+        ImGui::SameLine();+        bool copy = ImGui::Button("Copy");+        ImGui::SameLine();+        Filter.Draw("Filter", -100.0f);++        ImGui::Separator();++        if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar))+        {+            if (clear)+                Clear();+            if (copy)+                ImGui::LogToClipboard();++            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));+            const char* buf = Buf.begin();+            const char* buf_end = Buf.end();+            if (Filter.IsActive())+            {+                // In this example we don't use the clipper when Filter is enabled.+                // This is because we don't have random access to the result of our filter.+                // A real application processing logs with ten of thousands of entries may want to store the result of+                // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).+                for (int line_no = 0; line_no < LineOffsets.Size; line_no++)+                {+                    const char* line_start = buf + LineOffsets[line_no];+                    const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;+                    if (Filter.PassFilter(line_start, line_end))+                        ImGui::TextUnformatted(line_start, line_end);+                }+            }+            else+            {+                // The simplest and easy way to display the entire buffer:+                //   ImGui::TextUnformatted(buf_begin, buf_end);+                // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward+                // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are+                // within the visible area.+                // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them+                // on your side is recommended. Using ImGuiListClipper requires+                // - A) random access into your data+                // - B) items all being the  same height,+                // both of which we can handle since we have an array pointing to the beginning of each line of text.+                // When using the filter (in the block of code above) we don't have random access into the data to display+                // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make+                // it possible (and would be recommended if you want to search through tens of thousands of entries).+                ImGuiListClipper clipper;+                clipper.Begin(LineOffsets.Size);+                while (clipper.Step())+                {+                    for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)+                    {+                        const char* line_start = buf + LineOffsets[line_no];+                        const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;+                        ImGui::TextUnformatted(line_start, line_end);+                    }+                }+                clipper.End();+            }+            ImGui::PopStyleVar();++            // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.+            // Using a scrollbar or mouse-wheel will take away from the bottom edge.+            if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())+                ImGui::SetScrollHereY(1.0f);+        }+        ImGui::EndChild();+        ImGui::End();+    }+};++// Demonstrate creating a simple log window with basic filtering.+static void ShowExampleAppLog(bool* p_open)+{+    static ExampleAppLog log;++    // For the demo: add a debug button _BEFORE_ the normal log window contents+    // We take advantage of a rarely used feature: multiple calls to Begin()/End() are appending to the _same_ window.+    // Most of the contents of the window will be added by the log.Draw() call.+    ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);+    ImGui::Begin("Example: Log", p_open);+    IMGUI_DEMO_MARKER("Examples/Log");+    if (ImGui::SmallButton("[Debug] Add 5 entries"))+    {+        static int counter = 0;+        const char* categories[3] = { "info", "warn", "error" };+        const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" };+        for (int n = 0; n < 5; n++)+        {+            const char* category = categories[counter % IM_ARRAYSIZE(categories)];+            const char* word = words[counter % IM_ARRAYSIZE(words)];+            log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n",+                ImGui::GetFrameCount(), category, ImGui::GetTime(), word);+            counter++;+        }+    }+    ImGui::End();++    // Actually call in the regular Log helper (which will Begin() into the same window as we just did)+    log.Draw("Example: Log", p_open);+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Simple Layout / ShowExampleAppLayout()+//-----------------------------------------------------------------------------++// Demonstrate create a window with multiple child windows.+static void ShowExampleAppLayout(bool* p_open)+{+    ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver);+    if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar))+    {+        IMGUI_DEMO_MARKER("Examples/Simple layout");+        if (ImGui::BeginMenuBar())+        {+            if (ImGui::BeginMenu("File"))+            {+                if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; }+                ImGui::EndMenu();+            }+            ImGui::EndMenuBar();+        }++        // Left+        static int selected = 0;+        {+            ImGui::BeginChild("left pane", ImVec2(150, 0), true);+            for (int i = 0; i < 100; i++)+            {+                // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav+                char label[128];+                sprintf(label, "MyObject %d", i);+                if (ImGui::Selectable(label, selected == i))+                    selected = i;+            }+            ImGui::EndChild();+        }+        ImGui::SameLine();++        // Right+        {+            ImGui::BeginGroup();+            ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us+            ImGui::Text("MyObject: %d", selected);+            ImGui::Separator();+            if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None))+            {+                if (ImGui::BeginTabItem("Description"))+                {+                    ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. ");+                    ImGui::EndTabItem();+                }+                if (ImGui::BeginTabItem("Details"))+                {+                    ImGui::Text("ID: 0123456789");+                    ImGui::EndTabItem();+                }+                ImGui::EndTabBar();+            }+            ImGui::EndChild();+            if (ImGui::Button("Revert")) {}+            ImGui::SameLine();+            if (ImGui::Button("Save")) {}+            ImGui::EndGroup();+        }+    }+    ImGui::End();+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor()+//-----------------------------------------------------------------------------++static void ShowPlaceholderObject(const char* prefix, int uid)+{+    // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID.+    ImGui::PushID(uid);++    // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high.+    ImGui::TableNextRow();+    ImGui::TableSetColumnIndex(0);+    ImGui::AlignTextToFramePadding();+    bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid);+    ImGui::TableSetColumnIndex(1);+    ImGui::Text("my sailor is rich");++    if (node_open)+    {+        static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f };+        for (int i = 0; i < 8; i++)+        {+            ImGui::PushID(i); // Use field index as identifier.+            if (i < 2)+            {+                ShowPlaceholderObject("Child", 424242);+            }+            else+            {+                // Here we use a TreeNode to highlight on hover (we could use e.g. Selectable as well)+                ImGui::TableNextRow();+                ImGui::TableSetColumnIndex(0);+                ImGui::AlignTextToFramePadding();+                ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet;+                ImGui::TreeNodeEx("Field", flags, "Field_%d", i);++                ImGui::TableSetColumnIndex(1);+                ImGui::SetNextItemWidth(-FLT_MIN);+                if (i >= 5)+                    ImGui::InputFloat("##value", &placeholder_members[i], 1.0f);+                else+                    ImGui::DragFloat("##value", &placeholder_members[i], 0.01f);+                ImGui::NextColumn();+            }+            ImGui::PopID();+        }+        ImGui::TreePop();+    }+    ImGui::PopID();+}++// Demonstrate create a simple property editor.+// This demo is a bit lackluster nowadays, would be nice to improve.+static void ShowExampleAppPropertyEditor(bool* p_open)+{+    ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver);+    if (!ImGui::Begin("Example: Property editor", p_open))+    {+        ImGui::End();+        return;+    }++    IMGUI_DEMO_MARKER("Examples/Property Editor");+    HelpMarker(+        "This example shows how you may implement a property editor using two columns.\n"+        "All objects/fields data are dummies here.\n");++    ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));+    if (ImGui::BeginTable("##split", 2, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_Resizable | ImGuiTableFlags_ScrollY))+    {+        ImGui::TableSetupScrollFreeze(0, 1);+        ImGui::TableSetupColumn("Object");+        ImGui::TableSetupColumn("Contents");+        ImGui::TableHeadersRow();++        // Iterate placeholder objects (all the same data)+        for (int obj_i = 0; obj_i < 4; obj_i++)+            ShowPlaceholderObject("Object", obj_i);++        ImGui::EndTable();+    }+    ImGui::PopStyleVar();+    ImGui::End();+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Long Text / ShowExampleAppLongText()+//-----------------------------------------------------------------------------++// Demonstrate/test rendering huge amount of text, and the incidence of clipping.+static void ShowExampleAppLongText(bool* p_open)+{+    ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);+    if (!ImGui::Begin("Example: Long text display", p_open))+    {+        ImGui::End();+        return;+    }+    IMGUI_DEMO_MARKER("Examples/Long text display");++    static int test_type = 0;+    static ImGuiTextBuffer log;+    static int lines = 0;+    ImGui::Text("Printing unusually long amount of text.");+    ImGui::Combo("Test type", &test_type,+        "Single call to TextUnformatted()\0"+        "Multiple calls to Text(), clipped\0"+        "Multiple calls to Text(), not clipped (slow)\0");+    ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());+    if (ImGui::Button("Clear")) { log.clear(); lines = 0; }+    ImGui::SameLine();+    if (ImGui::Button("Add 1000 lines"))+    {+        for (int i = 0; i < 1000; i++)+            log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i);+        lines += 1000;+    }+    ImGui::BeginChild("Log");+    switch (test_type)+    {+    case 0:+        // Single call to TextUnformatted() with a big buffer+        ImGui::TextUnformatted(log.begin(), log.end());+        break;+    case 1:+        {+            // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper.+            ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));+            ImGuiListClipper clipper;+            clipper.Begin(lines);+            while (clipper.Step())+                for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)+                    ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);+            ImGui::PopStyleVar();+            break;+        }+    case 2:+        // Multiple calls to Text(), not clipped (slow)+        ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));+        for (int i = 0; i < lines; i++)+            ImGui::Text("%i The quick brown fox jumps over the lazy dog", i);+        ImGui::PopStyleVar();+        break;+    }+    ImGui::EndChild();+    ImGui::End();+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize()+//-----------------------------------------------------------------------------++// Demonstrate creating a window which gets auto-resized according to its content.+static void ShowExampleAppAutoResize(bool* p_open)+{+    if (!ImGui::Begin("Example: Auto-resizing window", p_open, ImGuiWindowFlags_AlwaysAutoResize))+    {+        ImGui::End();+        return;+    }+    IMGUI_DEMO_MARKER("Examples/Auto-resizing window");++    static int lines = 10;+    ImGui::TextUnformatted(+        "Window will resize every-frame to the size of its content.\n"+        "Note that you probably don't want to query the window size to\n"+        "output your content because that would create a feedback loop.");+    ImGui::SliderInt("Number of lines", &lines, 1, 20);+    for (int i = 0; i < lines; i++)+        ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally+    ImGui::End();+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize()+//-----------------------------------------------------------------------------++// Demonstrate creating a window with custom resize constraints.+// Note that size constraints currently don't work on a docked window (when in 'docking' branch)+static void ShowExampleAppConstrainedResize(bool* p_open)+{+    struct CustomConstraints+    {+        // Helper functions to demonstrate programmatic constraints+        // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier.+        static void AspectRatio(ImGuiSizeCallbackData* data)    { float aspect_ratio = *(float*)data->UserData; data->DesiredSize.x = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); }+        static void Square(ImGuiSizeCallbackData* data)         { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); }+        static void Step(ImGuiSizeCallbackData* data)           { float step = *(float*)data->UserData; data->DesiredSize = ImVec2((int)(data->CurrentSize.x / step + 0.5f) * step, (int)(data->CurrentSize.y / step + 0.5f) * step); }+    };++    const char* test_desc[] =+    {+        "Between 100x100 and 500x500",+        "At least 100x100",+        "Resize vertical only",+        "Resize horizontal only",+        "Width Between 400 and 500",+        "Custom: Aspect Ratio 16:9",+        "Custom: Always Square",+        "Custom: Fixed Steps (100)",+    };++    // Options+    static bool auto_resize = false;+    static bool window_padding = true;+    static int type = 5; // Aspect Ratio+    static int display_lines = 10;++    // Submit constraint+    float aspect_ratio = 16.0f / 9.0f;+    float fixed_step = 100.0f;+    if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500));         // Between 100x100 and 500x500+    if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100+    if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0),    ImVec2(-1, FLT_MAX));      // Vertical only+    if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1),    ImVec2(FLT_MAX, -1));      // Horizontal only+    if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1),  ImVec2(500, -1));          // Width Between and 400 and 500+    if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio);   // Aspect ratio+    if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square);                              // Always Square+    if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0),     ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step);            // Fixed Step++    // Submit window+    if (!window_padding)+        ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));+    const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;+    const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags);+    if (!window_padding)+        ImGui::PopStyleVar();+    if (window_open)+    {+        IMGUI_DEMO_MARKER("Examples/Constrained Resizing window");+        if (ImGui::GetIO().KeyShift)+        {+            // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture.+            ImVec2 avail_size = ImGui::GetContentRegionAvail();+            ImVec2 pos = ImGui::GetCursorScreenPos();+            ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size);+            ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10));+            ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y);+        }+        else+        {+            ImGui::Text("(Hold SHIFT to display a dummy viewport)");+            if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();+            if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();+            if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20);+            ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc));+            ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20);+            ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);+            ImGui::Checkbox("Auto-resize", &auto_resize);+            ImGui::Checkbox("Window padding", &window_padding);+            for (int i = 0; i < display_lines; i++)+                ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");+        }+    }+    ImGui::End();+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay()+//-----------------------------------------------------------------------------++// Demonstrate creating a simple static window with no decoration+// + a context-menu to choose which corner of the screen to use.+static void ShowExampleAppSimpleOverlay(bool* p_open)+{+    static int location = 0;+    ImGuiIO& io = ImGui::GetIO();+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;+    if (location >= 0)+    {+        const float PAD = 10.0f;+        const ImGuiViewport* viewport = ImGui::GetMainViewport();+        ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!+        ImVec2 work_size = viewport->WorkSize;+        ImVec2 window_pos, window_pos_pivot;+        window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);+        window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);+        window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f;+        window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f;+        ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);+        window_flags |= ImGuiWindowFlags_NoMove;+    }+    else if (location == -2)+    {+        // Center window+        ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));+        window_flags |= ImGuiWindowFlags_NoMove;+    }+    ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background+    if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))+    {+        IMGUI_DEMO_MARKER("Examples/Simple Overlay");+        ImGui::Text("Simple overlay\n" "(right-click to change position)");+        ImGui::Separator();+        if (ImGui::IsMousePosValid())+            ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y);+        else+            ImGui::Text("Mouse Position: <invalid>");+        if (ImGui::BeginPopupContextWindow())+        {+            if (ImGui::MenuItem("Custom",       NULL, location == -1)) location = -1;+            if (ImGui::MenuItem("Center",       NULL, location == -2)) location = -2;+            if (ImGui::MenuItem("Top-left",     NULL, location == 0)) location = 0;+            if (ImGui::MenuItem("Top-right",    NULL, location == 1)) location = 1;+            if (ImGui::MenuItem("Bottom-left",  NULL, location == 2)) location = 2;+            if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3;+            if (p_open && ImGui::MenuItem("Close")) *p_open = false;+            ImGui::EndPopup();+        }+    }+    ImGui::End();+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen()+//-----------------------------------------------------------------------------++// Demonstrate creating a window covering the entire screen/viewport+static void ShowExampleAppFullscreen(bool* p_open)+{+    static bool use_work_area = true;+    static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;++    // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)+    // Based on your use case you may want one or the other.+    const ImGuiViewport* viewport = ImGui::GetMainViewport();+    ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos);+    ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size);++    if (ImGui::Begin("Example: Fullscreen window", p_open, flags))+    {+        ImGui::Checkbox("Use work area instead of main area", &use_work_area);+        ImGui::SameLine();+        HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference.");++        ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground);+        ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration);+        ImGui::Indent();+        ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar);+        ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse);+        ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar);+        ImGui::Unindent();++        if (p_open && ImGui::Button("Close this window"))+            *p_open = false;+    }+    ImGui::End();+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()+//-----------------------------------------------------------------------------++// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation.+// This applies to all regular items as well.+// Read FAQ section "How can I have multiple widgets with the same label?" for details.+static void ShowExampleAppWindowTitles(bool*)+{+    const ImGuiViewport* viewport = ImGui::GetMainViewport();+    const ImVec2 base_pos = viewport->Pos;++    // By default, Windows are uniquely identified by their title.+    // You can use the "##" and "###" markers to manipulate the display/ID.++    // Using "##" to display same title but have unique identifier.+    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver);+    ImGui::Begin("Same title as another window##1");+    IMGUI_DEMO_MARKER("Examples/Manipulating window titles");+    ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");+    ImGui::End();++    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver);+    ImGui::Begin("Same title as another window##2");+    ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique.");+    ImGui::End();++    // Using "###" to display a changing title but keep a static identifier "AnimatedTitle"+    char buf[128];+    sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount());+    ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver);+    ImGui::Begin(buf);+    ImGui::Text("This window has a changing title.");+    ImGui::End();+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering()+//-----------------------------------------------------------------------------++// Demonstrate using the low-level ImDrawList to draw custom shapes.+static void ShowExampleAppCustomRendering(bool* p_open)+{+    if (!ImGui::Begin("Example: Custom rendering", p_open))+    {+        ImGui::End();+        return;+    }+    IMGUI_DEMO_MARKER("Examples/Custom Rendering");++    // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of+    // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your+    // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not+    // exposed outside (to avoid messing with your types) In this example we are not using the maths operators!++    if (ImGui::BeginTabBar("##TabBar"))+    {+        if (ImGui::BeginTabItem("Primitives"))+        {+            ImGui::PushItemWidth(-ImGui::GetFontSize() * 15);+            ImDrawList* draw_list = ImGui::GetWindowDrawList();++            // Draw gradients+            // (note that those are currently exacerbating our sRGB/Linear issues)+            // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well..+            ImGui::Text("Gradients");+            ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight());+            {+                ImVec2 p0 = ImGui::GetCursorScreenPos();+                ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);+                ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255));+                ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255));+                draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);+                ImGui::InvisibleButton("##gradient1", gradient_size);+            }+            {+                ImVec2 p0 = ImGui::GetCursorScreenPos();+                ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y);+                ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255));+                ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255));+                draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a);+                ImGui::InvisibleButton("##gradient2", gradient_size);+            }++            // Draw a bunch of primitives+            ImGui::Text("All primitives");+            static float sz = 36.0f;+            static float thickness = 3.0f;+            static int ngon_sides = 6;+            static bool circle_segments_override = false;+            static int circle_segments_override_v = 12;+            static bool curve_segments_override = false;+            static int curve_segments_override_v = 8;+            static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f);+            ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f");+            ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f");+            ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);+            ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override);+            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);+            circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40);+            ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override);+            ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);+            curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40);+            ImGui::ColorEdit4("Color", &colf.x);++            const ImVec2 p = ImGui::GetCursorScreenPos();+            const ImU32 col = ImColor(colf);+            const float spacing = 10.0f;+            const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight;+            const float rounding = sz / 5.0f;+            const int circle_segments = circle_segments_override ? circle_segments_override_v : 0;+            const int curve_segments = curve_segments_override ? curve_segments_override_v : 0;+            float x = p.x + 4.0f;+            float y = p.y + 4.0f;+            for (int n = 0; n < 2; n++)+            {+                // First line uses a thickness of 1.0f, second line uses the configurable thickness+                float th = (n == 0) ? 1.0f : thickness;+                draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th);                 x += sz + spacing;  // N-gon+                draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th);          x += sz + spacing;  // Circle+                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th);          x += sz + spacing;  // Square+                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th);      x += sz + spacing;  // Square with all rounded corners+                draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th);         x += sz + spacing;  // Square with two rounded corners+                draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing;  // Triangle+                //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle+                draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th);                                       x += sz + spacing;  // Horizontal line (note: drawing a filled rectangle will be faster!)+                draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th);                                       x += spacing;       // Vertical line (note: drawing a filled rectangle will be faster!)+                draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th);                                  x += sz + spacing;  // Diagonal line++                // Quadratic Bezier Curve (3 control points)+                ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) };+                draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing;++                // Cubic Bezier Curve (4 control points)+                ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) };+                draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments);++                x = p.x + 4;+                y += sz + spacing;+            }+            draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides);               x += sz + spacing;  // N-gon+            draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments);            x += sz + spacing;  // Circle+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col);                                    x += sz + spacing;  // Square+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f);                             x += sz + spacing;  // Square with all rounded corners+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br);              x += sz + spacing;  // Square with two rounded corners+            draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col);  x += sz + spacing;  // Triangle+            //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col);                             x += sz + spacing;  // Horizontal line (faster than AddLine, but only handle integer thickness)+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col);                             x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness)+            draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col);                                      x += sz;            // Pixel (faster than AddLine)+            draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255));++            ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f));+            ImGui::PopItemWidth();+            ImGui::EndTabItem();+        }++        if (ImGui::BeginTabItem("Canvas"))+        {+            static ImVector<ImVec2> points;+            static ImVec2 scrolling(0.0f, 0.0f);+            static bool opt_enable_grid = true;+            static bool opt_enable_context_menu = true;+            static bool adding_line = false;++            ImGui::Checkbox("Enable grid", &opt_enable_grid);+            ImGui::Checkbox("Enable context menu", &opt_enable_context_menu);+            ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu.");++            // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling.+            // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls.+            // To use a child window instead we could use, e.g:+            //      ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));      // Disable padding+            //      ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255));  // Set a background color+            //      ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove);+            //      ImGui::PopStyleColor();+            //      ImGui::PopStyleVar();+            //      [...]+            //      ImGui::EndChild();++            // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive()+            ImVec2 canvas_p0 = ImGui::GetCursorScreenPos();      // ImDrawList API uses screen coordinates!+            ImVec2 canvas_sz = ImGui::GetContentRegionAvail();   // Resize canvas to what's available+            if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;+            if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;+            ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);++            // Draw border and background color+            ImGuiIO& io = ImGui::GetIO();+            ImDrawList* draw_list = ImGui::GetWindowDrawList();+            draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));+            draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));++            // This will catch our interactions+            ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight);+            const bool is_hovered = ImGui::IsItemHovered(); // Hovered+            const bool is_active = ImGui::IsItemActive();   // Held+            const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin+            const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y);++            // Add first and second point+            if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left))+            {+                points.push_back(mouse_pos_in_canvas);+                points.push_back(mouse_pos_in_canvas);+                adding_line = true;+            }+            if (adding_line)+            {+                points.back() = mouse_pos_in_canvas;+                if (!ImGui::IsMouseDown(ImGuiMouseButton_Left))+                    adding_line = false;+            }++            // Pan (we use a zero mouse threshold when there's no context menu)+            // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc.+            const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f;+            if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan))+            {+                scrolling.x += io.MouseDelta.x;+                scrolling.y += io.MouseDelta.y;+            }++            // Context menu (under default mouse threshold)+            ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);+            if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f)+                ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);+            if (ImGui::BeginPopup("context"))+            {+                if (adding_line)+                    points.resize(points.size() - 2);+                adding_line = false;+                if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); }+                if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); }+                ImGui::EndPopup();+            }++            // Draw grid + all lines in the canvas+            draw_list->PushClipRect(canvas_p0, canvas_p1, true);+            if (opt_enable_grid)+            {+                const float GRID_STEP = 64.0f;+                for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP)+                    draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40));+                for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP)+                    draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40));+            }+            for (int n = 0; n < points.Size; n += 2)+                draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f);+            draw_list->PopClipRect();++            ImGui::EndTabItem();+        }++        if (ImGui::BeginTabItem("BG/FG draw lists"))+        {+            static bool draw_bg = true;+            static bool draw_fg = true;+            ImGui::Checkbox("Draw in Background draw list", &draw_bg);+            ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows.");+            ImGui::Checkbox("Draw in Foreground draw list", &draw_fg);+            ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows.");+            ImVec2 window_pos = ImGui::GetWindowPos();+            ImVec2 window_size = ImGui::GetWindowSize();+            ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f);+            if (draw_bg)+                ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4);+            if (draw_fg)+                ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10);+            ImGui::EndTabItem();+        }++        // Demonstrate out-of-order rendering via channels splitting+        // We use functions in ImDrawList as each draw list contains a convenience splitter,+        // but you can also instantiate your own ImDrawListSplitter if you need to nest them.+        if (ImGui::BeginTabItem("Draw Channels"))+        {+            ImDrawList* draw_list = ImGui::GetWindowDrawList();+            {+                ImGui::Text("Blue shape is drawn first: appears in back");+                ImGui::Text("Red shape is drawn after: appears in front");+                ImVec2 p0 = ImGui::GetCursorScreenPos();+                draw_list->AddRectFilled(ImVec2(p0.x, p0.y), ImVec2(p0.x + 50, p0.y + 50), IM_COL32(0, 0, 255, 255)); // Blue+                draw_list->AddRectFilled(ImVec2(p0.x + 25, p0.y + 25), ImVec2(p0.x + 75, p0.y + 75), IM_COL32(255, 0, 0, 255)); // Red+                ImGui::Dummy(ImVec2(75, 75));+            }+            ImGui::Separator();+            {+                ImGui::Text("Blue shape is drawn first, into channel 1: appears in front");+                ImGui::Text("Red shape is drawn after, into channel 0: appears in back");+                ImVec2 p1 = ImGui::GetCursorScreenPos();++                // Create 2 channels and draw a Blue shape THEN a Red shape.+                // You can create any number of channels. Tables API use 1 channel per column in order to better batch draw calls.+                draw_list->ChannelsSplit(2);+                draw_list->ChannelsSetCurrent(1);+                draw_list->AddRectFilled(ImVec2(p1.x, p1.y), ImVec2(p1.x + 50, p1.y + 50), IM_COL32(0, 0, 255, 255)); // Blue+                draw_list->ChannelsSetCurrent(0);+                draw_list->AddRectFilled(ImVec2(p1.x + 25, p1.y + 25), ImVec2(p1.x + 75, p1.y + 75), IM_COL32(255, 0, 0, 255)); // Red++                // Flatten/reorder channels. Red shape is in channel 0 and it appears below the Blue shape in channel 1.+                // This works by copying draw indices only (vertices are not copied).+                draw_list->ChannelsMerge();+                ImGui::Dummy(ImVec2(75, 75));+                ImGui::Text("After reordering, contents of channel 0 appears below channel 1.");+            }+            ImGui::EndTabItem();+        }++        ImGui::EndTabBar();+    }++    ImGui::End();+}++//-----------------------------------------------------------------------------+// [SECTION] Example App: Documents Handling / ShowExampleAppDocuments()+//-----------------------------------------------------------------------------++// Simplified structure to mimic a Document model+struct MyDocument+{+    const char* Name;       // Document title+    bool        Open;       // Set when open (we keep an array of all available documents to simplify demo code!)+    bool        OpenPrev;   // Copy of Open from last update.+    bool        Dirty;      // Set when the document has been modified+    bool        WantClose;  // Set when the document+    ImVec4      Color;      // An arbitrary variable associated to the document++    MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f))+    {+        Name = name;+        Open = OpenPrev = open;+        Dirty = false;+        WantClose = false;+        Color = color;+    }+    void DoOpen()       { Open = true; }+    void DoQueueClose() { WantClose = true; }+    void DoForceClose() { Open = false; Dirty = false; }+    void DoSave()       { Dirty = false; }++    // Display placeholder contents for the Document+    static void DisplayContents(MyDocument* doc)+    {+        ImGui::PushID(doc);+        ImGui::Text("Document \"%s\"", doc->Name);+        ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);+        ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.");+        ImGui::PopStyleColor();+        if (ImGui::Button("Modify", ImVec2(100, 0)))+            doc->Dirty = true;+        ImGui::SameLine();+        if (ImGui::Button("Save", ImVec2(100, 0)))+            doc->DoSave();+        ImGui::ColorEdit3("color", &doc->Color.x);  // Useful to test drag and drop and hold-dragged-to-open-tab behavior.+        ImGui::PopID();+    }++    // Display context menu for the Document+    static void DisplayContextMenu(MyDocument* doc)+    {+        if (!ImGui::BeginPopupContextItem())+            return;++        char buf[256];+        sprintf(buf, "Save %s", doc->Name);+        if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open))+            doc->DoSave();+        if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open))+            doc->DoQueueClose();+        ImGui::EndPopup();+    }+};++struct ExampleAppDocuments+{+    ImVector<MyDocument> Documents;++    ExampleAppDocuments()+    {+        Documents.push_back(MyDocument("Lettuce",             true,  ImVec4(0.4f, 0.8f, 0.4f, 1.0f)));+        Documents.push_back(MyDocument("Eggplant",            true,  ImVec4(0.8f, 0.5f, 1.0f, 1.0f)));+        Documents.push_back(MyDocument("Carrot",              true,  ImVec4(1.0f, 0.8f, 0.5f, 1.0f)));+        Documents.push_back(MyDocument("Tomato",              false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f)));+        Documents.push_back(MyDocument("A Rather Long Title", false));+        Documents.push_back(MyDocument("Some Document",       false));+    }+};++// [Optional] Notify the system of Tabs/Windows closure that happened outside the regular tab interface.+// If a tab has been closed programmatically (aka closed from another source such as the Checkbox() in the demo,+// as opposed to clicking on the regular tab closing button) and stops being submitted, it will take a frame for+// the tab bar to notice its absence. During this frame there will be a gap in the tab bar, and if the tab that has+// disappeared was the selected one, the tab bar will report no selected tab during the frame. This will effectively+// give the impression of a flicker for one frame.+// We call SetTabItemClosed() to manually notify the Tab Bar or Docking system of removed tabs to avoid this glitch.+// Note that this completely optional, and only affect tab bars with the ImGuiTabBarFlags_Reorderable flag.+static void NotifyOfDocumentsClosedElsewhere(ExampleAppDocuments& app)+{+    for (MyDocument& doc : app.Documents)+    {+        if (!doc.Open && doc.OpenPrev)+            ImGui::SetTabItemClosed(doc.Name);+        doc.OpenPrev = doc.Open;+    }+}++void ShowExampleAppDocuments(bool* p_open)+{+    static ExampleAppDocuments app;++    // Options+    static bool opt_reorderable = true;+    static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_;++    bool window_contents_visible = ImGui::Begin("Example: Documents", p_open, ImGuiWindowFlags_MenuBar);+    if (!window_contents_visible)+    {+        ImGui::End();+        return;+    }++    // Menu+    if (ImGui::BeginMenuBar())+    {+        if (ImGui::BeginMenu("File"))+        {+            int open_count = 0;+            for (MyDocument& doc : app.Documents)+                open_count += doc.Open ? 1 : 0;++            if (ImGui::BeginMenu("Open", open_count < app.Documents.Size))+            {+                for (MyDocument& doc : app.Documents)+                    if (!doc.Open && ImGui::MenuItem(doc.Name))+                        doc.DoOpen();+                ImGui::EndMenu();+            }+            if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))+                for (MyDocument& doc : app.Documents)+                    doc.DoQueueClose();+            if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open)+                *p_open = false;+            ImGui::EndMenu();+        }+        ImGui::EndMenuBar();+    }++    // [Debug] List documents with one checkbox for each+    for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)+    {+        MyDocument& doc = app.Documents[doc_n];+        if (doc_n > 0)+            ImGui::SameLine();+        ImGui::PushID(&doc);+        if (ImGui::Checkbox(doc.Name, &doc.Open))+            if (!doc.Open)+                doc.DoForceClose();+        ImGui::PopID();+    }++    ImGui::Separator();++    // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags.+    // They have multiple effects:+    // - Display a dot next to the title.+    // - Tab is selected when clicking the X close button.+    // - 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.+    //   We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty+    //   hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window.+    //   The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole.++    // Submit Tab Bar and Tabs+    {+        ImGuiTabBarFlags tab_bar_flags = (opt_fitting_flags) | (opt_reorderable ? ImGuiTabBarFlags_Reorderable : 0);+        if (ImGui::BeginTabBar("##tabs", tab_bar_flags))+        {+            if (opt_reorderable)+                NotifyOfDocumentsClosedElsewhere(app);++            // [DEBUG] Stress tests+            //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1;            // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on.+            //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name);  // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway..++            // Submit Tabs+            for (MyDocument& doc : app.Documents)+            {+                if (!doc.Open)+                    continue;++                ImGuiTabItemFlags tab_flags = (doc.Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0);+                bool visible = ImGui::BeginTabItem(doc.Name, &doc.Open, tab_flags);++                // Cancel attempt to close when unsaved add to save queue so we can display a popup.+                if (!doc.Open && doc.Dirty)+                {+                    doc.Open = true;+                    doc.DoQueueClose();+                }++                MyDocument::DisplayContextMenu(&doc);+                if (visible)+                {+                    MyDocument::DisplayContents(&doc);+                    ImGui::EndTabItem();+                }+            }++            ImGui::EndTabBar();+        }+    }++    // Update closing queue+    static ImVector<MyDocument*> close_queue;+    if (close_queue.empty())+    {+        // Close queue is locked once we started a popup+        for (MyDocument& doc : app.Documents)+            if (doc.WantClose)+            {+                doc.WantClose = false;+                close_queue.push_back(&doc);+            }+    }++    // Display closing confirmation UI+    if (!close_queue.empty())+    {+        int close_queue_unsaved_documents = 0;+        for (int n = 0; n < close_queue.Size; n++)+            if (close_queue[n]->Dirty)+                close_queue_unsaved_documents++;++        if (close_queue_unsaved_documents == 0)+        {+            // Close documents when all are unsaved+            for (int n = 0; n < close_queue.Size; n++)+                close_queue[n]->DoForceClose();+            close_queue.clear();+        }+        else+        {+            if (!ImGui::IsPopupOpen("Save?"))+                ImGui::OpenPopup("Save?");+            if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize))+            {+                ImGui::Text("Save change to the following items?");+                float item_height = ImGui::GetTextLineHeightWithSpacing();+                if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height)))+                {+                    for (int n = 0; n < close_queue.Size; n++)+                        if (close_queue[n]->Dirty)+                            ImGui::Text("%s", close_queue[n]->Name);+                }+                ImGui::EndChildFrame();                  ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f);                 if (ImGui::Button("Yes", button_size))
imgui/imgui_draw.cpp view
@@ -1,4 +1,4 @@-// dear imgui, v1.88+// dear imgui, v1.89.9 // (drawing and font code)  /*@@ -26,38 +26,24 @@ #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h"-#ifndef IMGUI_DISABLE- #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif +#include "imgui.h"+#ifndef IMGUI_DISABLE #include "imgui_internal.h" #ifdef IMGUI_ENABLE_FREETYPE #include "misc/freetype/imgui_freetype.h" #endif  #include <stdio.h>      // vsnprintf, sscanf, printf-#if !defined(alloca)-#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__)-#include <alloca.h>     // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)-#elif defined(_WIN32)-#include <malloc.h>     // alloca-#if !defined(alloca)-#define alloca _alloca  // for clang with MS Codegen-#endif-#else-#include <stdlib.h>     // alloca-#endif-#endif  // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127)     // condition expression is constant #pragma warning (disable: 4505)     // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen-#pragma warning (disable: 6255)     // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception.  Consider using _malloca instead. #pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #endif@@ -67,9 +53,6 @@ #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif-#if __has_warning("-Walloca")-#pragma clang diagnostic ignored "-Walloca"                         // warning: use of function '__builtin_alloca' is discouraged-#endif #pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.@@ -80,6 +63,7 @@ #pragma clang diagnostic ignored "-Wreserved-id-macro"              // warning: macro name is a reserved identifier #pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision+#pragma clang diagnostic ignored "-Wreserved-identifier"            // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used@@ -405,6 +389,8 @@     IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);     IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));     IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));+    if (_Splitter._Count > 1)+        _Splitter.Merge(this);      CmdBuffer.resize(0);     IdxBuffer.resize(0);@@ -463,11 +449,13 @@ // Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL void ImDrawList::_PopUnusedDrawCmd() {-    if (CmdBuffer.Size == 0)-        return;-    ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];-    if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL)+    while (CmdBuffer.Size > 0)+    {+        ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];+        if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)+            return;// break;         CmdBuffer.pop_back();+    } }  void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)@@ -573,7 +561,7 @@ {     // Automatic segment count     const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy-    if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))+    if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))         return _Data->CircleSegmentCounts[radius_idx]; // Use cached value     else         return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);@@ -720,7 +708,7 @@ // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) {-    if (points_count < 2)+    if (points_count < 2 || (col & IM_COL32_A_MASK) == 0)         return;      const bool closed = (flags & ImDrawFlags_Closed) != 0;@@ -753,7 +741,8 @@          // Temporary buffer         // The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point-        ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630+        _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5));+        ImVec2* temp_normals = _Data->TempBuffer.Data;         ImVec2* temp_points = temp_normals + points_count;          // Calculate normals (tangents) for each line segment@@ -977,7 +966,7 @@ // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) {-    if (points_count < 3)+    if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)         return;      const ImVec2 uv = _Data->TexUvWhitePixel;@@ -1001,7 +990,8 @@         }          // Compute normals-        ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630+        _Data->TempBuffer.reserve_discard(points_count);+        ImVec2* temp_normals = _Data->TempBuffer.Data;         for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)         {             const ImVec2& p0 = points[i0];@@ -1295,6 +1285,7 @@     ImVec2 p1 = _Path.back();     if (num_segments == 0)     {+        IM_ASSERT(_Data->CurveTessellationTol > 0.0f);         PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated     }     else@@ -1310,6 +1301,7 @@     ImVec2 p1 = _Path.back();     if (num_segments == 0)     {+        IM_ASSERT(_Data->CurveTessellationTol > 0.0f);         PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated     }     else@@ -1324,6 +1316,7 @@ static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) { #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+    // Obsoleted in 1.82 (from February 2021)     // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)     //   ~0   --> ImDrawFlags_RoundCornersAll or 0     if (flags == ~0)@@ -1356,10 +1349,12 @@  void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) {-    flags = FixRectCornerFlags(flags);-    rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop)  == ImDrawFlags_RoundCornersTop)  || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f);-    rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight)  == ImDrawFlags_RoundCornersRight)  ? 0.5f : 1.0f ) - 1.0f);-+    if (rounding >= 0.5f)+    {+        flags = FixRectCornerFlags(flags);+        rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f);+        rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f);+    }     if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)     {         PathLineTo(a);@@ -1816,6 +1811,63 @@ // [SECTION] ImDrawData //----------------------------------------------------------------------------- +void ImDrawData::Clear()+{+    Valid = false;+    CmdListsCount = TotalIdxCount = TotalVtxCount = 0;+    CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them.+    DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f);+    OwnerViewport = NULL;+}++// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list+// as long at it is expected that the result will be later merged into draw_data->CmdLists[].+void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)+{+    if (draw_list->CmdBuffer.Size == 0)+        return;+    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)+        return;++    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.+    // May trigger for you if you are using PrimXXX functions incorrectly.+    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);+    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);+    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))+        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);++    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)+    // If this assert triggers because you are drawing lots of stuff manually:+    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.+    //   Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.+    // - If you want large meshes with more than 64K vertices, you can either:+    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.+    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.+    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.+    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.+    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:+    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);+    //       Your own engine or render API may use different parameters or function calls to specify index sizes.+    //       2 and 4 bytes indices are generally supported by most graphics API.+    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching+    //   the 64K limit to split your draw commands in multiple draw lists.+    if (sizeof(ImDrawIdx) == 2)+        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");++    // Add to output list + records state in ImDrawData+    out_list->push_back(draw_list);+    draw_data->CmdListsCount++;+    draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;+    draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;+}++void ImDrawData::AddDrawList(ImDrawList* draw_list)+{+    IM_ASSERT(CmdLists.Size == CmdListsCount);+    draw_list->_PopUnusedDrawCmd();+    ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list);+}+ // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! void ImDrawData::DeIndexAllBuffers() {@@ -1840,15 +1892,9 @@ // or if there is a difference between your window resolution and framebuffer resolution. void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) {-    for (int i = 0; i < CmdListsCount; i++)-    {-        ImDrawList* cmd_list = CmdLists[i];-        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)-        {-            ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];-            cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);-        }-    }+    for (ImDrawList* draw_list : CmdLists)+        for (ImDrawCmd& cmd : draw_list->CmdBuffer)+            cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); }  //-----------------------------------------------------------------------------@@ -1912,7 +1958,7 @@ {     memset(this, 0, sizeof(*this));     FontDataOwnedByAtlas = true;-    OversampleH = 3; // FIXME: 2 may be a better default?+    OversampleH = 2;     OversampleV = 1;     GlyphMaxAdvanceX = FLT_MAX;     RasterizerMultiply = 1.0f;@@ -1989,19 +2035,19 @@ void    ImFontAtlas::ClearInputData() {     IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");-    for (int i = 0; i < ConfigData.Size; i++)-        if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)+    for (ImFontConfig& font_cfg : ConfigData)+        if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas)         {-            IM_FREE(ConfigData[i].FontData);-            ConfigData[i].FontData = NULL;+            IM_FREE(font_cfg.FontData);+            font_cfg.FontData = NULL;         }      // When clearing this we lose access to the font name and other information used to build the font.-    for (int i = 0; i < Fonts.Size; i++)-        if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)+    for (ImFont* font : Fonts)+        if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size)         {-            Fonts[i]->ConfigData = NULL;-            Fonts[i]->ConfigDataCount = 0;+            font->ConfigData = NULL;+            font->ConfigDataCount = 0;         }     ConfigData.clear();     CustomRects.clear();@@ -2298,10 +2344,11 @@  void    ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) {+    IM_ASSERT_PARANOID(w <= stride);     unsigned char* data = pixels + x + y * stride;-    for (int j = h; j > 0; j--, data += stride)-        for (int i = 0; i < w; i++)-            data[i] = table[data[i]];+    for (int j = h; j > 0; j--, data += stride - w)+        for (int i = w; i > 0; i--, data++)+            *data = table[*data]; }  #ifdef IMGUI_ENABLE_STB_TRUETYPE@@ -2318,7 +2365,7 @@     int                 GlyphsHighest;      // Highest requested codepoint     int                 GlyphsCount;        // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)     ImBitVector         GlyphsSet;          // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)-    ImVector<int>       GlyphsList;         // Glyph codepoints list (flattened version of GlyphsMap)+    ImVector<int>       GlyphsList;         // Glyph codepoints list (flattened version of GlyphsSet) };  // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)@@ -2390,7 +2437,12 @@         ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];         src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();         for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)+        {+            // Check for valid range. This may also help detect *some* dangling pointers, because a common+            // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.+            IM_ASSERT(src_range[0] <= src_range[1]);             src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);+        }         dst_tmp.SrcCount++;         dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);     }@@ -2555,13 +2607,10 @@     // 9. Setup ImFont and glyphs for runtime     for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)     {-        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];-        if (src_tmp.GlyphsCount == 0)-            continue;-         // When merging fonts with MergeMode=true:         // - We can have multiple input fonts writing into a same destination font.         // - dst_font->ConfigData is != from cfg which is our source configuration.+        ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];         ImFontConfig& cfg = atlas->ConfigData[src_i];         ImFont* dst_font = cfg.DstFont; @@ -2625,6 +2674,9 @@      ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;     IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.+#ifdef __GNUC__+    if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343)+#endif      ImVector<stbrp_rect> pack_rects;     pack_rects.resize(user_rects.Size);@@ -2800,9 +2852,9 @@     }      // Build all fonts lookup tables-    for (int i = 0; i < atlas->Fonts.Size; i++)-        if (atlas->Fonts[i]->DirtyLookupTables)-            atlas->Fonts[i]->BuildLookupTable();+    for (ImFont* font : atlas->Fonts)+        if (font->DirtyLookupTables)+            font->BuildLookupTable();      atlas->TexReady = true; }@@ -2818,6 +2870,17 @@     return &ranges[0]; } +const ImWchar*   ImFontAtlas::GetGlyphRangesGreek()+{+    static const ImWchar ranges[] =+    {+        0x0020, 0x00FF, // Basic Latin + Latin Supplement+        0x0370, 0x03FF, // Greek and Coptic+        0,+    };+    return &ranges[0];+}+ const ImWchar*  ImFontAtlas::GetGlyphRangesKorean() {     static const ImWchar ranges[] =@@ -2934,19 +2997,19 @@     // 2999 ideograms code points for Japanese     // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points     // - 863 Jinmeiyo (meaning "for personal name") Kanji code points-    // - Sourced from the character information database of the Information-technology Promotion Agency, Japan-    //   - https://mojikiban.ipa.go.jp/mji/-    //   - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP).-    //     - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en-    //     - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode-    //   - You can generate this code by the script at:-    //     - https://github.com/vaiorabbit/everyday_use_kanji+    // - Sourced from official information provided by the government agencies of Japan:+    //   - List of Joyo Kanji by the Agency for Cultural Affairs+    //     - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/+    //   - List of Jinmeiyo Kanji by the Ministry of Justice+    //     - http://www.moj.go.jp/MINJI/minji86.html+    //   - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0).+    //     - https://creativecommons.org/licenses/by/4.0/legalcode+    // - You can generate this code by the script at:+    //   - https://github.com/vaiorabbit/everyday_use_kanji     // - References:     //   - List of Joyo Kanji-    //     - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html     //     - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji     //   - List of Jinmeiyo Kanji-    //     - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html     //     - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji     // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.     // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.@@ -3109,7 +3172,8 @@     FallbackAdvanceX = 0.0f;     FallbackChar = (ImWchar)-1;     EllipsisChar = (ImWchar)-1;-    DotChar = (ImWchar)-1;+    EllipsisWidth = EllipsisCharStep = 0.0f;+    EllipsisCharCount = 0;     FallbackGlyph = NULL;     ContainerAtlas = NULL;     ConfigData = NULL;@@ -3190,17 +3254,7 @@     SetGlyphVisible((ImWchar)' ', false);     SetGlyphVisible((ImWchar)'\t', false); -    // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).-    // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.-    // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.-    const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 };-    const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };-    if (EllipsisChar == (ImWchar)-1)-        EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));-    if (DotChar == (ImWchar)-1)-        DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));--    // Setup fallback character+    // Setup Fallback character     const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };     FallbackGlyph = FindGlyphNoFallback(FallbackChar);     if (FallbackGlyph == NULL)@@ -3213,11 +3267,32 @@             FallbackChar = (ImWchar)FallbackGlyph->Codepoint;         }     }-     FallbackAdvanceX = FallbackGlyph->AdvanceX;     for (int i = 0; i < max_codepoint + 1; i++)         if (IndexAdvanceX[i] < 0.0f)             IndexAdvanceX[i] = FallbackAdvanceX;++    // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).+    // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.+    // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.+    const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 };+    const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };+    if (EllipsisChar == (ImWchar)-1)+        EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));+    const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));+    if (EllipsisChar != (ImWchar)-1)+    {+        EllipsisCharCount = 1;+        EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1;+    }+    else if (dot_char != (ImWchar)-1)+    {+        const ImFontGlyph* glyph = FindGlyph(dot_char);+        EllipsisChar = dot_char;+        EllipsisCharCount = 3;+        EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f;+        EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f;+    } }  // API is designed this way to avoid exposing the 4K page size@@ -3330,11 +3405,21 @@     return &Glyphs.Data[i]; } -const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const+// Wrapping skips upcoming blanks+static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) {-    // Simple word-wrapping for English, not full-featured. Please submit failing cases!-    // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)+    while (text < text_end && ImCharIsBlankA(*text))+        text++;+    if (*text == '\n')+        text++;+    return text;+} +// Simple word-wrapping for English, not full-featured. Please submit failing cases!+// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.+// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)+const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const+{     // For references, possible wrap point marked with ^     //  "aaa bbb, ccc,ddd. eee   fff. ggg!"     //      ^    ^    ^   ^   ^__    ^    ^@@ -3346,7 +3431,6 @@      // Cut words that cannot possibly fit within one line.     // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"-     float line_width = 0.0f;     float word_width = 0.0f;     float blank_width = 0.0f;@@ -3357,6 +3441,7 @@     bool inside_word = true;      const char* s = text;+    IM_ASSERT(text_end != NULL);     while (s < text_end)     {         unsigned int c = (unsigned int)*s;@@ -3365,8 +3450,6 @@             next_s = s + 1;         else             next_s = s + ImTextCharFromUtf8(&c, s, text_end);-        if (c == 0)-            break;          if (c < 32)         {@@ -3426,6 +3509,10 @@         s = next_s;     } +    // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.+    // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).+    if (s == text && text < text_end)+        return s + 1;     return s; } @@ -3450,11 +3537,7 @@         {             // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.             if (!word_wrap_eol)-            {                 word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);-                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.-                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below-            }              if (s >= word_wrap_eol)             {@@ -3463,13 +3546,7 @@                 text_size.y += line_height;                 line_width = 0.0f;                 word_wrap_eol = NULL;--                // Wrapping skips upcoming blanks-                while (s < text_end)-                {-                    const char c = *s;-                    if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }-                }+                s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks                 continue;             }         }@@ -3478,15 +3555,9 @@         const char* prev_s = s;         unsigned int c = (unsigned int)*s;         if (c < 0x80)-        {             s += 1;-        }         else-        {             s += ImTextCharFromUtf8(&c, s, text_end);-            if (c == 0) // Malformed UTF-8?-                break;-        }          if (c < 32)         {@@ -3554,15 +3625,25 @@     const float scale = size / FontSize;     const float line_height = FontSize * scale;     const bool word_wrap_enabled = (wrap_width > 0.0f);-    const char* word_wrap_eol = NULL;      // Fast-forward to first visible line     const char* s = text_begin;-    if (y + line_height < clip_rect.y && !word_wrap_enabled)+    if (y + line_height < clip_rect.y)         while (y + line_height < clip_rect.y && s < text_end)         {-            s = (const char*)memchr(s, '\n', text_end - s);-            s = s ? s + 1 : text_end;+            const char* line_end = (const char*)memchr(s, '\n', text_end - s);+            if (word_wrap_enabled)+            {+                // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().+                // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both.+                // However it is still better than nothing performing the fast-forward!+                s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width);+                s = CalcWordWrapNextLineStartA(s, text_end);+            }+            else+            {+                s = line_end ? line_end + 1 : text_end;+            }             y += line_height;         } @@ -3588,12 +3669,12 @@     const int idx_count_max = (int)(text_end - s) * 6;     const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;     draw_list->PrimReserve(idx_count_max, vtx_count_max);--    ImDrawVert* vtx_write = draw_list->_VtxWritePtr;-    ImDrawIdx* idx_write = draw_list->_IdxWritePtr;-    unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;+    ImDrawVert*  vtx_write = draw_list->_VtxWritePtr;+    ImDrawIdx*   idx_write = draw_list->_IdxWritePtr;+    unsigned int vtx_index = draw_list->_VtxCurrentIdx;      const ImU32 col_untinted = col | ~IM_COL32_A_MASK;+    const char* word_wrap_eol = NULL;      while (s < text_end)     {@@ -3601,24 +3682,14 @@         {             // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.             if (!word_wrap_eol)-            {                 word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));-                if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.-                    word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below-            }              if (s >= word_wrap_eol)             {                 x = start_x;                 y += line_height;                 word_wrap_eol = NULL;--                // Wrapping skips upcoming blanks-                while (s < text_end)-                {-                    const char c = *s;-                    if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }-                }+                s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks                 continue;             }         }@@ -3626,15 +3697,9 @@         // Decode and advance source         unsigned int c = (unsigned int)*s;         if (c < 0x80)-        {             s += 1;-        }         else-        {             s += ImTextCharFromUtf8(&c, s, text_end);-            if (c == 0) // Malformed UTF-8?-                break;-        }          if (c < 32)         {@@ -3705,14 +3770,14 @@                  // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:                 {-                    idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2);-                    idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3);                     vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;                     vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;                     vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;                     vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;+                    idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2);+                    idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3);                     vtx_write += 4;-                    vtx_current_idx += 4;+                    vtx_index += 4;                     idx_write += 6;                 }             }@@ -3726,7 +3791,7 @@     draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);     draw_list->_VtxWritePtr = vtx_write;     draw_list->_IdxWritePtr = idx_write;-    draw_list->_VtxCurrentIdx = vtx_current_idx;+    draw_list->_VtxCurrentIdx = vtx_index; }  //-----------------------------------------------------------------------------@@ -3778,6 +3843,7 @@  void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) {+    // FIXME-OPT: This should be baked in font.     draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); } 
imgui/imgui_internal.h view
@@ -1,10 +1,12 @@-// dear imgui, v1.88+// dear imgui, v1.89.9 // (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)+// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility.+// To implement maths operators for ImVec2 (disabled by default to not conflict with using IM_VEC2_CLASS_EXTRA with your own math types+operators), use:+/*+#define IMGUI_DEFINE_MATH_OPERATORS+#include "imgui_internal.h"+*/  /* @@ -26,6 +28,7 @@ // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings support+// [SECTION] Localization support // [SECTION] Metrics, Debug tools // [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context)@@ -55,7 +58,7 @@ #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)+#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) #define IMGUI_ENABLE_SSE #include <immintrin.h> #endif@@ -92,6 +95,12 @@ #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 +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h+// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h+#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED)+#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h!+#endif+ // Legacy defines #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS            // Renamed in 1.74 #error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS@@ -117,12 +126,16 @@ 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 ImGuiDataVarInfo;            // Variable information (e.g. to avoid style variables from an enum) struct ImGuiDataTypeInfo;           // Type information associated to a ImGuiDataType enum struct ImGuiGroupData;              // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState;         // Internal state of the currently focused/edited text input box+struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id struct ImGuiLastItemData;           // Status storage for last submitted items+struct ImGuiLocEntry;               // A localization entry. struct ImGuiMenuColumns;            // Simple column measurement, currently used for MenuItem() only struct ImGuiNavItemData;            // Result of a gamepad/keyboard directional navigation move query result+struct ImGuiNavTreeNodeData;        // Temporary storage for last TreeNode() being a Left arrow landing candidate. struct ImGuiMetricsConfig;          // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData;         // Storage for SetNextWindow** functions struct ImGuiNextItemData;           // Storage for SetNextItem** functions@@ -144,15 +157,20 @@ 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) +// Enumerations // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.+enum ImGuiLocKey : int;                 // -> enum ImGuiLocKey              // Enum: a localization entry for translation. typedef int ImGuiLayoutType;            // -> enum ImGuiLayoutType_         // Enum: Horizontal or vertical++// Flags 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 ImGuiItemFlags;             // -> enum ImGuiItemFlags_          // Flags: for PushItemFlag()-typedef int ImGuiItemStatusFlags;       // -> enum ImGuiItemStatusFlags_    // Flags: for DC.LastItemStatusFlags+typedef int ImGuiFocusRequestFlags;     // -> enum ImGuiFocusRequestFlags_  // Flags: for FocusWindow();+typedef int ImGuiInputFlags;            // -> enum ImGuiInputFlags_         // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc.+typedef int ImGuiItemFlags;             // -> enum ImGuiItemFlags_          // Flags: for PushItemFlag(), g.LastItemData.InFlags+typedef int ImGuiItemStatusFlags;       // -> enum ImGuiItemStatusFlags_    // Flags: for g.LastItemData.StatusFlags typedef int ImGuiOldColumnFlags;        // -> enum ImGuiOldColumnFlags_     // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags;     // -> enum ImGuiNavHighlightFlags_  // Flags: for RenderNavHighlight()-typedef int ImGuiNavDirSourceFlags;     // -> enum ImGuiNavDirSourceFlags_  // Flags: for GetNavInputAmount2d() 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@@ -200,16 +218,22 @@ #ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS #define IMGUI_DEBUG_PRINTF(_FMT,...)    printf(_FMT, __VA_ARGS__) #else-#define IMGUI_DEBUG_PRINTF(_FMT,...)+#define IMGUI_DEBUG_PRINTF(_FMT,...)    ((void)0) #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__);+#ifndef IMGUI_DISABLE_DEBUG_TOOLS+#define IMGUI_DEBUG_LOG(...)            ImGui::DebugLog(__VA_ARGS__)+#else+#define IMGUI_DEBUG_LOG(...)            ((void)0)+#endif #define IMGUI_DEBUG_LOG_ACTIVEID(...)   do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_FOCUS(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus)    IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_POPUP(...)      do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup)    IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_NAV(...)        do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav)      IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)+#define IMGUI_DEBUG_LOG_SELECTION(...)  do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)+#define IMGUI_DEBUG_LOG_CLIPPER(...)    do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper)  IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_IO(...)         do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)       IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)  // Static Asserts@@ -237,12 +261,16 @@ #else #define IM_NEWLINE                      "\n" #endif+#ifndef IM_TABSIZE                      // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override #define IM_TABSIZE                      (4)+#endif #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))                           //+#define IM_STRINGIFY_HELPER(_X)         #_X+#define IM_STRINGIFY(_X)                IM_STRINGIFY_HELPER(_X)                                 // Preprocessor idiom to stringify e.g. an integer.  // 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@@ -299,11 +327,12 @@ // - Helper: ImSpan<>, ImSpanAllocator<> // - Helper: ImPool<> // - Helper: ImChunkStream<>+// - Helper: ImGuiTextIndex //-----------------------------------------------------------------------------  // 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);+IMGUI_API ImGuiID       ImHashData(const void* data, size_t data_size, ImGuiID seed = 0);+IMGUI_API ImGuiID       ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0);  // Helpers: Sorting #ifndef ImQsort@@ -331,8 +360,11 @@ 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);+IM_MSVC_RUNTIME_CHECKS_OFF+static inline char      ImToUpper(char c)               { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } static inline bool      ImCharIsBlankA(char c)          { return c == ' ' || c == '\t'; } static inline bool      ImCharIsBlankW(unsigned int c)  { return c == ' ' || c == '\t' || c == 0x3000; }+IM_MSVC_RUNTIME_CHECKS_RESTORE  // Helpers: Formatting IMGUI_API int           ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);@@ -355,29 +387,6 @@ 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@@ -460,6 +469,7 @@ 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; }+static inline float  ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } IM_MSVC_RUNTIME_CHECKS_RESTORE  // Helpers: Geometry@@ -472,7 +482,6 @@ 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)@@ -530,9 +539,12 @@     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+#define         IM_BITARRAY_TESTBIT(_ARRAY, _N)                 ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly!+#define         IM_BITARRAY_CLEARBIT(_ARRAY, _N)                ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31))))    // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly!+inline size_t   ImBitArrayGetStorageSizeInBytes(int bitcount)   { return (size_t)((bitcount + 31) >> 5) << 2; }+inline void     ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } 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; }@@ -549,6 +561,8 @@     } } +typedef ImU32* ImBitArrayPtr; // Name for use in structs+ // Helper: ImBitArray class (wrapper over ImBitArray functions) // Store 1-bit per value. template<int BITCOUNT, int OFFSET = 0>@@ -558,11 +572,11 @@     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); }+    bool            TestBit(int n) const        { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(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); }+    bool            operator[](int n) const     { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } };  // Helper: ImBitVector@@ -572,10 +586,11 @@     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); }+    bool            TestBit(int n) const        { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(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); } };+IM_MSVC_RUNTIME_CHECKS_RESTORE  // Helper: ImSpan<> // Pointing to a span of data we don't own.@@ -688,6 +703,20 @@  }; +// Helper: ImGuiTextIndex<>+// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API.+struct ImGuiTextIndex+{+    ImVector<int>   LineOffsets;+    int             EndOffset = 0;                          // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?)++    void            clear()                                 { LineOffsets.clear(); EndOffset = 0; }+    int             size()                                  { return LineOffsets.Size; }+    const char*     get_line_begin(const char* base, int n) { return base + LineOffsets[n]; }+    const char*     get_line_end(const char* base, int n)   { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); }+    void            append(const char* base, int old_size, int new_size);+};+ //----------------------------------------------------------------------------- // [SECTION] ImDrawList support //-----------------------------------------------------------------------------@@ -729,6 +758,9 @@     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] Temp write buffer+    ImVector<ImVec2> TempBuffer;+     // [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()@@ -741,35 +773,42 @@  struct ImDrawDataBuilder {-    ImVector<ImDrawList*>   Layers[2];           // Global layers for: regular, tooltip+    ImVector<ImDrawList*>*  Layers[2];      // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData.+    ImVector<ImDrawList*>   LayerData1; -    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();+    ImDrawDataBuilder()                     { memset(this, 0, sizeof(*this)); } };  //----------------------------------------------------------------------------- // [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().+// Flags used by upcoming items+// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags.+// - output: stored in g.LastItemData.InFlags+// Current window shared by all windows. // 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_NoTabStop                = 1 << 0,  // false     // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_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_NoNav                    = 1 << 3,  // false     // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls)     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.-    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.+    ImGuiItemFlags_NoWindowHoverableCheck   = 1 << 8,  // false     // Disable hoverable check in ItemHoverable()+    ImGuiItemFlags_AllowOverlap             = 1 << 9,  // false     // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame.++    // Controlled by widget code+    ImGuiItemFlags_Inputable                = 1 << 10, // false     // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. }; -// Storage for LastItem data+// Status flags for an already submitted item+// - output: stored in g.LastItemData.StatusFlags enum ImGuiItemStatusFlags_ {     ImGuiItemStatusFlags_None               = 0,@@ -781,24 +820,34 @@     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)+    ImGuiItemStatusFlags_FocusedByTabbing   = 1 << 8,   // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon)+    ImGuiItemStatusFlags_Visible            = 1 << 9,   // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). +    // Additional status + semantic for ImGuiTestEngine #ifdef IMGUI_ENABLE_TEST_ENGINE-    , // [imgui_tests only]     ImGuiItemStatusFlags_Openable           = 1 << 20,  // Item is an openable (e.g. TreeNode)-    ImGuiItemStatusFlags_Opened             = 1 << 21,  //+    ImGuiItemStatusFlags_Opened             = 1 << 21,  // Opened status     ImGuiItemStatusFlags_Checkable          = 1 << 22,  // Item is a checkable (e.g. CheckBox, MenuItem)-    ImGuiItemStatusFlags_Checked            = 1 << 23   //+    ImGuiItemStatusFlags_Checked            = 1 << 23,  // Checked status+    ImGuiItemStatusFlags_Inputable          = 1 << 24,  // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) #endif }; +// Extend ImGuiHoveredFlags_+enum ImGuiHoveredFlagsPrivate_+{+    ImGuiHoveredFlags_DelayMask_                    = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay,+    ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary,+    ImGuiHoveredFlags_AllowedMaskForIsItemHovered   = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_,+};+ // 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.+    ImGuiInputTextFlags_MergedItem          = 1 << 28,  // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. };  // Extend ImGuiButtonFlags_@@ -812,29 +861,31 @@     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_AllowOverlap           = 1 << 12,  // require previous frame HoveredId to either match id or be null before being usable.     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_NoNavFocus             = 1 << 18,  // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)     ImGuiButtonFlags_NoHoveredOnFocus       = 1 << 19,  // don't report as hovered when nav focus is on this item+    ImGuiButtonFlags_NoSetKeyOwner          = 1 << 20,  // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)+    ImGuiButtonFlags_NoTestKeyOwner         = 1 << 21,  // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)     ImGuiButtonFlags_PressedOnMask_         = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,-    ImGuiButtonFlags_PressedOnDefault_      = ImGuiButtonFlags_PressedOnClickRelease+    ImGuiButtonFlags_PressedOnDefault_      = ImGuiButtonFlags_PressedOnClickRelease, };  // Extend ImGuiComboFlags_ enum ImGuiComboFlagsPrivate_ {-    ImGuiComboFlags_CustomPreview           = 1 << 20   // enable BeginComboPreview()+    ImGuiComboFlags_CustomPreview           = 1 << 20,  // enable BeginComboPreview() };  // Extend ImGuiSliderFlags_ enum ImGuiSliderFlagsPrivate_ {     ImGuiSliderFlags_Vertical               = 1 << 20,  // Should this slider be orientated vertically?-    ImGuiSliderFlags_ReadOnly               = 1 << 21+    ImGuiSliderFlags_ReadOnly               = 1 << 21,  // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. };  // Extend ImGuiSelectableFlags_@@ -846,35 +897,46 @@     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+    ImGuiSelectableFlags_SetNavIdOnHover        = 1 << 25,  // Set Nav/Focus ID on mouse hover (used by MenuItem)+    ImGuiSelectableFlags_NoPadWithHalfSpacing   = 1 << 26,  // Disable padding each side with ItemSpacing * 0.5f+    ImGuiSelectableFlags_NoSetKeyOwner          = 1 << 27,  // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) };  // Extend ImGuiTreeNodeFlags_ enum ImGuiTreeNodeFlagsPrivate_ {-    ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20+    ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20,+    ImGuiTreeNodeFlags_UpsideDownArrow            = 1 << 21,// (FIXME-WIP) Turn Down arrow into an Up arrow, but reversed trees (#6517) };  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+    ImGuiSeparatorFlags_None                    = 0,+    ImGuiSeparatorFlags_Horizontal              = 1 << 0,   // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar+    ImGuiSeparatorFlags_Vertical                = 1 << 1,+    ImGuiSeparatorFlags_SpanAllColumns          = 1 << 2,   // Make separator cover all columns of a legacy Columns() set. }; +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags.+// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf()+// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in.+enum ImGuiFocusRequestFlags_+{+    ImGuiFocusRequestFlags_None                 = 0,+    ImGuiFocusRequestFlags_RestoreFocusedChild  = 1 << 0,   // Find last focused child (if any) and focus it instead.+    ImGuiFocusRequestFlags_UnlessBelowModal     = 1 << 1,   // Do not set focus if the window is below a modal.+};+ enum ImGuiTextFlags_ {-    ImGuiTextFlags_None = 0,-    ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0+    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)+    ImGuiTooltipFlags_None                      = 0,+    ImGuiTooltipFlags_OverridePrevious          = 1 << 1,   // Clear/ignore previously submitted tooltip (defaults to append) };  // FIXME: this is in development, not exposed/functional as a generic feature yet.@@ -891,7 +953,7 @@     ImGuiLogType_TTY,     ImGuiLogType_File,     ImGuiLogType_Buffer,-    ImGuiLogType_Clipboard+    ImGuiLogType_Clipboard, };  // X/Y enums are fixed to 0/1 so they may be used to index ImVec2@@ -905,16 +967,24 @@ enum ImGuiPlotType {     ImGuiPlotType_Lines,-    ImGuiPlotType_Histogram+    ImGuiPlotType_Histogram, };  enum ImGuiPopupPositionPolicy {     ImGuiPopupPositionPolicy_Default,     ImGuiPopupPositionPolicy_ComboBox,-    ImGuiPopupPositionPolicy_Tooltip+    ImGuiPopupPositionPolicy_Tooltip, }; +struct ImGuiDataVarInfo+{+    ImGuiDataType   Type;+    ImU32           Count;      // 1++    ImU32           Offset;     // Offset in parent structure+    void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); }+};+ struct ImGuiDataTypeTempStorage {     ImU8        Data[8];        // Can fit any data up to ImGuiDataType_COUNT@@ -934,7 +1004,7 @@ {     ImGuiDataType_String = ImGuiDataType_COUNT + 1,     ImGuiDataType_Pointer,-    ImGuiDataType_ID+    ImGuiDataType_ID, };  // Stacked color modifier, backup of modified data so we can restore it@@ -1001,10 +1071,20 @@     void        CalcNextTotalWidth(bool update_offsets); }; +// Internal temporary state for deactivating InputText() instances.+struct IMGUI_API ImGuiInputTextDeactivatedState+{+    ImGuiID            ID;              // widget id owning the text state (which just got deactivated)+    ImVector<char>     TextA;           // text buffer++    ImGuiInputTextDeactivatedState()    { memset(this, 0, sizeof(*this)); }+    void    ClearFreeMemory()           { ID = 0; TextA.clear(); }+}; // Internal state of the currently focused/edited text input box // For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState {+    ImGuiContext*           Ctx;                    // parent UI context (needs to be set explicitly by parent).     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.@@ -1018,7 +1098,7 @@     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+    ImGuiInputTextFlags     Flags;                  // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.      ImGuiInputTextState()                   { memset(this, 0, sizeof(*this)); }     void        ClearText()                 { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }@@ -1043,7 +1123,7 @@ {     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+    ImGuiWindow*        BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close     int                 ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value     int                 OpenFrameCount; // Set on OpenPopup()     ImGuiID             OpenParentId;   // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)@@ -1063,7 +1143,7 @@     ImGuiNextWindowDataFlags_HasSizeConstraint  = 1 << 4,     ImGuiNextWindowDataFlags_HasFocus           = 1 << 5,     ImGuiNextWindowDataFlags_HasBgAlpha         = 1 << 6,-    ImGuiNextWindowDataFlags_HasScroll          = 1 << 7+    ImGuiNextWindowDataFlags_HasScroll          = 1 << 7, };  // Storage for SetNexWindow** functions@@ -1093,19 +1173,20 @@ {     ImGuiNextItemDataFlags_None     = 0,     ImGuiNextItemDataFlags_HasWidth = 1 << 0,-    ImGuiNextItemDataFlags_HasOpen  = 1 << 1+    ImGuiNextItemDataFlags_HasOpen  = 1 << 1, };  struct ImGuiNextItemData {     ImGuiNextItemDataFlags      Flags;+    ImGuiItemFlags              ItemFlags;      // Currently only tested/used for ImGuiItemFlags_AllowOverlap.     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()!+    inline void ClearFlags()    { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! };  // Status storage for the last submitted item@@ -1121,6 +1202,16 @@     ImGuiLastItemData()     { memset(this, 0, sizeof(*this)); } }; +// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere.+// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop()+// Only stored when the node is a potential candidate for landing on a Left arrow jump.+struct ImGuiNavTreeNodeData+{+    ImGuiID                 ID;+    ImGuiItemFlags          InFlags;+    ImRect                  NavRect;+};+ struct IMGUI_API ImGuiStackSizes {     short   SizeOfIDStack;@@ -1134,8 +1225,8 @@     short   SizeOfDisabledStack;      ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }-    void SetToCurrentState();-    void CompareWithCurrentState();+    void SetToContextState(ImGuiContext* ctx);+    void CompareWithContextState(ImGuiContext* ctx); };  // Data saved for each window pushed into the stack@@ -1166,16 +1257,31 @@ // [SECTION] Inputs support //----------------------------------------------------------------------------- +// Bit array for named keys typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN>    ImBitArrayForNamedKeys; -enum ImGuiKeyPrivate_-{-    ImGuiKey_LegacyNativeKey_BEGIN  = 0,-    ImGuiKey_LegacyNativeKey_END    = 512,-    ImGuiKey_Gamepad_BEGIN          = ImGuiKey_GamepadStart,-    ImGuiKey_Gamepad_END            = ImGuiKey_GamepadRStickRight + 1-};+// [Internal] Key ranges+#define ImGuiKey_LegacyNativeKey_BEGIN  0+#define ImGuiKey_LegacyNativeKey_END    512+#define ImGuiKey_Keyboard_BEGIN         (ImGuiKey_NamedKey_BEGIN)+#define ImGuiKey_Keyboard_END           (ImGuiKey_GamepadStart)+#define ImGuiKey_Gamepad_BEGIN          (ImGuiKey_GamepadStart)+#define ImGuiKey_Gamepad_END            (ImGuiKey_GamepadRStickDown + 1)+#define ImGuiKey_Mouse_BEGIN            (ImGuiKey_MouseLeft)+#define ImGuiKey_Mouse_END              (ImGuiKey_MouseWheelY + 1)+#define ImGuiKey_Aliases_BEGIN          (ImGuiKey_Mouse_BEGIN)+#define ImGuiKey_Aliases_END            (ImGuiKey_Mouse_END) +// [Internal] Named shortcuts for Navigation+#define ImGuiKey_NavKeyboardTweakSlow   ImGuiMod_Ctrl+#define ImGuiKey_NavKeyboardTweakFast   ImGuiMod_Shift+#define ImGuiKey_NavGamepadTweakSlow    ImGuiKey_GamepadL1+#define ImGuiKey_NavGamepadTweakFast    ImGuiKey_GamepadR1+#define ImGuiKey_NavGamepadActivate     ImGuiKey_GamepadFaceDown+#define ImGuiKey_NavGamepadCancel       ImGuiKey_GamepadFaceRight+#define ImGuiKey_NavGamepadMenu         ImGuiKey_GamepadFaceLeft+#define ImGuiKey_NavGamepadInput        ImGuiKey_GamepadFaceUp+ enum ImGuiInputEventType {     ImGuiInputEventType_None = 0,@@ -1191,19 +1297,18 @@ enum ImGuiInputSource {     ImGuiInputSource_None = 0,-    ImGuiInputSource_Mouse,+    ImGuiInputSource_Mouse,         // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them.     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 ImGuiInputEventMousePos      { float PosX, PosY; ImGuiMouseSource MouseSource; };+struct ImGuiInputEventMouseWheel    { float WheelX, WheelY; ImGuiMouseSource MouseSource; };+struct ImGuiInputEventMouseButton   { int Button; bool Down; ImGuiMouseSource MouseSource; }; struct ImGuiInputEventKey           { ImGuiKey Key; bool Down; float AnalogValue; }; struct ImGuiInputEventText          { unsigned int Char; }; struct ImGuiInputEventAppFocused    { bool Focused; };@@ -1212,6 +1317,7 @@ {     ImGuiInputEventType             Type;     ImGuiInputSource                Source;+    ImU32                           EventId;        // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data).     union     {         ImGuiInputEventMousePos     MousePos;       // if Type == ImGuiInputEventType_MousePos@@ -1226,21 +1332,101 @@     ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } }; -// FIXME-NAV: Clarify/expose various repeat delay/rate-enum ImGuiNavReadMode+// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.+#define ImGuiKeyOwner_Any           ((ImGuiID)0)    // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.+#define ImGuiKeyOwner_None          ((ImGuiID)-1)   // Require key to have no owner.++typedef ImS16 ImGuiKeyRoutingIndex;++// Routing table entry (sizeof() == 16 bytes)+struct ImGuiKeyRoutingData {-    ImGuiNavReadMode_Down,-    ImGuiNavReadMode_Pressed,-    ImGuiNavReadMode_Released,-    ImGuiNavReadMode_Repeat,-    ImGuiNavReadMode_RepeatSlow,-    ImGuiNavReadMode_RepeatFast+    ImGuiKeyRoutingIndex            NextEntryIndex;+    ImU16                           Mods;               // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super.+    ImU8                            RoutingNextScore;   // Lower is better (0: perfect score)+    ImGuiID                         RoutingCurr;+    ImGuiID                         RoutingNext;++    ImGuiKeyRoutingData()           { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } }; +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.+// Stored in main context (1 instance)+struct ImGuiKeyRoutingTable+{+    ImGuiKeyRoutingIndex            Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[]+    ImVector<ImGuiKeyRoutingData>   Entries;+    ImVector<ImGuiKeyRoutingData>   EntriesNext;                    // Double-buffer to avoid reallocation (could use a shared buffer)++    ImGuiKeyRoutingTable()          { Clear(); }+    void Clear()                    { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); }+};++// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features)+// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData.+struct ImGuiKeyOwnerData+{+    ImGuiID     OwnerCurr;+    ImGuiID     OwnerNext;+    bool        LockThisFrame;      // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.+    bool        LockUntilRelease;   // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well.++    ImGuiKeyOwnerData()             { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; }+};++// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()+// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)+enum ImGuiInputFlags_+{+    // Flags for IsKeyPressed(), IsMouseClicked(), Shortcut()+    ImGuiInputFlags_None                = 0,+    ImGuiInputFlags_Repeat              = 1 << 0,   // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.+    ImGuiInputFlags_RepeatRateDefault   = 1 << 1,   // Repeat rate: Regular (default)+    ImGuiInputFlags_RepeatRateNavMove   = 1 << 2,   // Repeat rate: Fast+    ImGuiInputFlags_RepeatRateNavTweak  = 1 << 3,   // Repeat rate: Faster+    ImGuiInputFlags_RepeatRateMask_     = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,++    // Flags for SetItemKeyOwner()+    ImGuiInputFlags_CondHovered         = 1 << 4,   // Only set if item is hovered (default to both)+    ImGuiInputFlags_CondActive          = 1 << 5,   // Only set if item is active (default to both)+    ImGuiInputFlags_CondDefault_        = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,+    ImGuiInputFlags_CondMask_           = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,++    // Flags for SetKeyOwner(), SetItemKeyOwner()+    ImGuiInputFlags_LockThisFrame       = 1 << 6,   // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code.+    ImGuiInputFlags_LockUntilRelease    = 1 << 7,   // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code.++    // Routing policies for Shortcut() + low-level SetShortcutRouting()+    // - The general idea is that several callers register interest in a shortcut, and only one owner gets it.+    // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(),+    //   allowing the system to decide where to route the input among other route-aware calls.+    // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll+    //   will register a route and only succeed when parent window is in the focus stack and if no-one+    //   with a higher priority is claiming the shortcut.+    // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods.+    // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.+    // - Can select only 1 policy among all available.+    ImGuiInputFlags_RouteFocused        = 1 << 8,   // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.+    ImGuiInputFlags_RouteGlobalLow      = 1 << 9,   // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.+    ImGuiInputFlags_RouteGlobal         = 1 << 10,  // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).+    ImGuiInputFlags_RouteGlobalHigh     = 1 << 11,  // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)+    ImGuiInputFlags_RouteMask_          = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!+    ImGuiInputFlags_RouteAlways         = 1 << 12,  // Do not register route, poll keys directly.+    ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13,  // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.+    ImGuiInputFlags_RouteExtraMask_     = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,++    // [Internal] Mask of which function support which flags+    ImGuiInputFlags_SupportedByIsKeyPressed     = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_,+    ImGuiInputFlags_SupportedByShortcut         = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_,+    ImGuiInputFlags_SupportedBySetKeyOwner      = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,+    ImGuiInputFlags_SupportedBySetItemKeyOwner  = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,+};+ //----------------------------------------------------------------------------- // [SECTION] Clipper support //----------------------------------------------------------------------------- +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. struct ImGuiListClipperRange {     int     Min;@@ -1273,9 +1459,9 @@ 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)+    ImGuiActivateFlags_PreferInput          = 1 << 0,       // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key.+    ImGuiActivateFlags_PreferTweak          = 1 << 1,       // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used.+    ImGuiActivateFlags_TryToPreserveState   = 1 << 2,       // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) };  // Early work-in-progress API for ScrollToItem()@@ -1290,7 +1476,7 @@     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+    ImGuiScrollFlags_MaskY_                 = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, };  enum ImGuiNavHighlightFlags_@@ -1299,16 +1485,7 @@     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 ImGuiNavDirSourceFlags_-{-    ImGuiNavDirSourceFlags_None             = 0,-    ImGuiNavDirSourceFlags_RawKeyboard      = 1 << 0,   // Raw keyboard (not pulled from nav), facilitate use of some functions before we can unify nav and keys-    ImGuiNavDirSourceFlags_Keyboard         = 1 << 1,-    ImGuiNavDirSourceFlags_PadDPad          = 1 << 2,-    ImGuiNavDirSourceFlags_PadLStick        = 1 << 3+    ImGuiNavHighlightFlags_NoRounding       = 1 << 3, };  enum ImGuiNavMoveFlags_@@ -1318,21 +1495,24 @@     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_WrapMask_             = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY,     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+    ImGuiNavMoveFlags_FocusApi              = 1 << 9,   // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details)+    ImGuiNavMoveFlags_IsTabbing             = 1 << 10,  // == Focus + Activate if item is Inputable + DontChangeNavHighlight+    ImGuiNavMoveFlags_IsPageMove            = 1 << 11,  // Identify a PageDown/PageUp request.+    ImGuiNavMoveFlags_Activate              = 1 << 12,  // Activate/select target item.+    ImGuiNavMoveFlags_NoSelect              = 1 << 13,  // Don't trigger selection by not setting g.NavJustMovedTo+    ImGuiNavMoveFlags_NoSetNavHighlight     = 1 << 14,  // Do not alter the visible state of keyboard vs mouse nav highlight };  enum ImGuiNavLayer {     ImGuiNavLayer_Main  = 0,    // Main scrolling layer-    ImGuiNavLayer_Menu  = 1,    // Menu layer (access with Alt/ImGuiNavInput_Menu)+    ImGuiNavLayer_Menu  = 1,    // Menu layer (access with Alt)     ImGuiNavLayer_COUNT }; @@ -1363,24 +1543,24 @@     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.+    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_None                      = ImGuiOldColumnFlags_None,     ImGuiColumnsFlags_NoBorder                  = ImGuiOldColumnFlags_NoBorder,     ImGuiColumnsFlags_NoResize                  = ImGuiOldColumnFlags_NoResize,     ImGuiColumnsFlags_NoPreserveWidths          = ImGuiOldColumnFlags_NoPreserveWidths,     ImGuiColumnsFlags_NoForceWithinWindow       = ImGuiOldColumnFlags_NoForceWithinWindow,-    ImGuiColumnsFlags_GrowParentContentsSize    = ImGuiOldColumnFlags_GrowParentContentsSize+    ImGuiColumnsFlags_GrowParentContentsSize    = ImGuiOldColumnFlags_GrowParentContentsSize, #endif };  struct ImGuiOldColumnData {-    float               OffsetNorm;         // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)+    float               OffsetNorm;             // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)     float               OffsetNormBeforeResize;-    ImGuiOldColumnFlags Flags;              // Not exposed+    ImGuiOldColumnFlags Flags;                  // Not exposed     ImRect              ClipRect;      ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }@@ -1431,18 +1611,17 @@ // Every instance of ImGuiViewport is in fact a ImGuiViewportP. struct ImGuiViewportP : public ImGuiViewport {-    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.+    int                 BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used+    ImDrawList*         BgFgDrawLists[2];       // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays.     ImDrawData          DrawDataP;-    ImDrawDataBuilder   DrawDataBuilder;-+    ImDrawDataBuilder   DrawDataBuilder;        // Temporary data while building final ImDrawData     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()    { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; }-    ~ImGuiViewportP()   { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); }+    ImGuiViewportP()    { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; }+    ~ImGuiViewportP()   { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); }      // 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); }@@ -1469,6 +1648,7 @@     ImVec2ih    Size;     bool        Collapsed;     bool        WantApply;      // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context)+    bool        WantDelete;     // Set to invalidate/delete the settings entry      ImGuiWindowSettings()       { memset(this, 0, sizeof(*this)); }     char* GetName()             { return (char*)(this + 1); }@@ -1490,6 +1670,31 @@ };  //-----------------------------------------------------------------------------+// [SECTION] Localization support+//-----------------------------------------------------------------------------++// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack.+enum ImGuiLocKey : int+{+    ImGuiLocKey_VersionStr,+    ImGuiLocKey_TableSizeOne,+    ImGuiLocKey_TableSizeAllFit,+    ImGuiLocKey_TableSizeAllDefault,+    ImGuiLocKey_TableResetOrder,+    ImGuiLocKey_WindowingMainMenuBar,+    ImGuiLocKey_WindowingPopup,+    ImGuiLocKey_WindowingUntitled,+    ImGuiLocKey_COUNT+};++struct ImGuiLocEntry+{+    ImGuiLocKey     Key;+    const char*     Text;+};+++//----------------------------------------------------------------------------- // [SECTION] Metrics, Debug Tools //----------------------------------------------------------------------------- @@ -1501,30 +1706,25 @@     ImGuiDebugLogFlags_EventFocus       = 1 << 1,     ImGuiDebugLogFlags_EventPopup       = 1 << 2,     ImGuiDebugLogFlags_EventNav         = 1 << 3,-    ImGuiDebugLogFlags_EventIO          = 1 << 4,-    ImGuiDebugLogFlags_EventMask_       = ImGuiDebugLogFlags_EventActiveId  | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventIO,-    ImGuiDebugLogFlags_OutputToTTY      = 1 << 10   // Also send output to TTY+    ImGuiDebugLogFlags_EventClipper     = 1 << 4,+    ImGuiDebugLogFlags_EventSelection   = 1 << 5,+    ImGuiDebugLogFlags_EventIO          = 1 << 6,+    ImGuiDebugLogFlags_EventMask_       = ImGuiDebugLogFlags_EventActiveId  | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO,+    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;-    int         ShowWindowsRectsType;-    int         ShowTablesRectsType;--    ImGuiMetricsConfig()-    {-        ShowDebugLog = ShowStackTool = ShowWindowsRects = ShowWindowsBeginOrder = ShowTablesRects = false;-        ShowDrawCmdMesh = true;-        ShowDrawCmdBoundingBoxes = true;-        ShowWindowsRectsType = ShowTablesRectsType = -1;-    }+    bool        ShowDebugLog = false;+    bool        ShowStackTool = false;+    bool        ShowWindowsRects = false;+    bool        ShowWindowsBeginOrder = false;+    bool        ShowTablesRects = false;+    bool        ShowDrawCmdMesh = true;+    bool        ShowDrawCmdBoundingBoxes = true;+    bool        ShowAtlasTintedWithTextColor = false;+    int         ShowWindowsRectsType = -1;+    int         ShowTablesRectsType = -1; };  struct ImGuiStackLevelInfo@@ -1578,8 +1778,6 @@     bool                    Initialized;     bool                    FontAtlasOwnedByContext;            // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.     ImGuiIO                 IO;-    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;     ImFont*                 Font;                               // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()     float                   FontSize;                           // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.@@ -1596,6 +1794,12 @@     bool                    TestEngineHookItems;                // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log()     void*                   TestEngine;                         // Test engine user data +    // Inputs+    ImVector<ImGuiInputEvent> InputEventsQueue;                 // Input events which will be trickled/written into IO structure.+    ImVector<ImGuiInputEvent> InputEventsTrail;                 // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.+    ImGuiMouseSource        InputEventsNextMouseSource;+    ImU32                   InputEventsNextEventId;+     // 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.@@ -1610,15 +1814,16 @@     ImGuiWindow*            MovingWindow;                       // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow.     ImGuiWindow*            WheelingWindow;                     // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window.     ImVec2                  WheelingWindowRefMousePos;-    float                   WheelingWindowTimer;+    int                     WheelingWindowStartFrame;           // This may be set one frame before WheelingWindow is != NULL+    float                   WheelingWindowReleaseTimer;+    ImVec2                  WheelingWindowWheelRemainder;+    ImVec2                  WheelingAxisAvg;      // 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@@ -1633,7 +1838,7 @@     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)+    ImGuiInputSource        ActiveIdSource;                     // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad     int                     ActiveIdMouseButton;     ImGuiID                 ActiveIdPreviousFrame;     bool                    ActiveIdPreviousFrameIsAlive;@@ -1642,14 +1847,22 @@     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.+    // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system+    // - The idea is that instead of "eating" a given key, we can link to an owner.+    // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.+    // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().+    ImGuiKeyOwnerData       KeysOwnerData[ImGuiKey_NamedKey_COUNT];+    ImGuiKeyRoutingTable    KeysRoutingTable;     ImU32                   ActiveIdUsingNavDirMask;            // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)-    ImU32                   ActiveIdUsingNavInputMask;          // Active widget will want to read those nav inputs.-    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.+    bool                    ActiveIdUsingAllKeyboardKeys;       // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency)+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    ImU32                   ActiveIdUsingNavInputMask;          // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'+#endif      // Next window/item data-    ImGuiItemFlags          CurrentItemFlags;                      // == g.ItemFlagsStack.back()+    ImGuiID                 CurrentFocusScopeId;                // == g.FocusScopeStack.back()+    ImGuiItemFlags          CurrentItemFlags;                   // == g.ItemFlagsStack.back()+    ImGuiID                 DebugLocateId;                      // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location     ImGuiNextItemData       NextItemData;                       // Storage for SetNextItem** functions     ImGuiLastItemData       LastItemData;                       // Storage for last submitted item (setup by ItemAdd)     ImGuiNextWindowData     NextWindowData;                     // Storage for SetNextWindow** functions@@ -1658,11 +1871,13 @@     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<ImGuiID>       FocusScopeStack;                    // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()     ImVector<ImGuiItemFlags>ItemFlagsStack;                     // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin()     ImVector<ImGuiGroupData>GroupStack;                         // Stack for BeginGroup()/EndGroup() - not inherited by Begin()     ImVector<ImGuiPopupData>OpenPopupStack;                     // Which popups are open (persistent)     ImVector<ImGuiPopupData>BeginPopupStack;                    // Which level of BeginPopup() we are in (reset every frame)+    ImVector<ImGuiNavTreeNodeData> NavTreeNodeStack;            // Stack for TreeNode() when a NavLeft requested is emitted.+     int                     BeginMenuCount;      // Viewports@@ -1672,17 +1887,16 @@     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) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()-    ImGuiID                 NavActivateDownId;                  // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0-    ImGuiID                 NavActivatePressedId;               // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0-    ImGuiID                 NavActivateInputId;                 // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.+    ImGuiID                 NavActivateId;                      // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()+    ImGuiID                 NavActivateDownId;                  // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0+    ImGuiID                 NavActivatePressedId;               // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)     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;+    ImGuiKeyChord           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.+    ImGuiInputSource        NavInputSource;                     // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse     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)@@ -1693,14 +1907,13 @@     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)+    ImGuiNavItemData        NavInitResult;                      // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called)     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;+    ImGuiKeyChord           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?@@ -1715,16 +1928,19 @@     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)+    ImGuiKeyChord           ConfigNavWindowingKeyNext;          // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828)+    ImGuiKeyChord           ConfigNavWindowingKeyPrev;          // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab     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;@@ -1763,15 +1979,30 @@     ImVector<ImGuiPtrOrIndex>       CurrentTabBarStack;     ImVector<ImGuiShrinkWidthItem>  ShrinkWidthBuffer; -    // Widget state+    // Hover Delay system+    ImGuiID                 HoverItemDelayId;+    ImGuiID                 HoverItemDelayIdPreviousFrame;+    float                   HoverItemDelayTimer;                // Currently used by IsItemHovered()+    float                   HoverItemDelayClearTimer;           // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.+    ImGuiID                 HoverItemUnlockedStationaryId;      // Mouse has once been stationary on this item. Only reset after departing the item.+    ImGuiID                 HoverWindowUnlockedStationaryId;    // Mouse has once been stationary on this window. Only reset after departing the window.++    // Mouse state+    ImGuiMouseCursor        MouseCursor;+    float                   MouseStationaryTimer;               // Time the mouse has been stationary (with some loose heuristic)     ImVec2                  MouseLastValidPos;++    // Widget state     ImGuiInputTextState     InputTextState;+    ImGuiInputTextDeactivatedState InputTextDeactivatedState;     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.+    ImGuiID                 ColorEditCurrentID;                 // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others).+    ImGuiID                 ColorEditSavedID;                   // ID we are saving/restoring HS for+    float                   ColorEditSavedHue;                  // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips+    float                   ColorEditSavedSat;                  // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips+    ImU32                   ColorEditSavedColor;                // RGB value with alpha set to 0.     ImVec4                  ColorPickerRef;                     // Initial/reference color at the time of opening the color picker.     ImGuiComboPreviewData   ComboPreviewData;     float                   SliderGrabClickOffset;@@ -1783,15 +2014,14 @@     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                   LockMarkEdited;     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-    char                    PlatformLocaleDecimalPoint;         // '.' or *localeconv()->decimal_point      // Settings     bool                    SettingsLoaded;@@ -1803,6 +2033,9 @@     ImVector<ImGuiContextHook>          Hooks;                  // Hooks for extensions (e.g. test engine)     ImGuiID                             HookIdNext;             // Next available HookId +    // Localization+    const char*             LocalizationTable[ImGuiLocKey_COUNT];+     // Capture/Logging     bool                    LogEnabled;                         // Currently capturing     ImGuiLogType            LogType;                            // Capture target@@ -1819,13 +2052,18 @@     // Debug Tools     ImGuiDebugLogFlags      DebugLogFlags;     ImGuiTextBuffer         DebugLogBuf;+    ImGuiTextIndex          DebugLogIndex;+    ImU8                    DebugLogClipperAutoDisableFrames;+    ImU8                    DebugLocateFrames;                  // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above.+    ImS8                    DebugBeginReturnValueCullDepth;     // Cycle between 0..9 then wrap around.     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[120];          // Calculate estimate of framerate for user over the last 2 seconds.+    float                   FramerateSecPerFrame[60];           // Calculate estimate of framerate for user over the last 60 frames..     int                     FramerateSecPerFrameIdx;     int                     FramerateSecPerFrameCount;     float                   FramerateSecPerFrameAccum;@@ -1836,6 +2074,9 @@      ImGuiContext(ImFontAtlas* shared_font_atlas)     {+        IO.Ctx = this;+        InputTextState.Ctx = this;+         Initialized = false;         FontAtlasOwnedByContext = shared_font_atlas ? false : true;         Font = NULL;@@ -1849,18 +2090,21 @@         TestEngineHookItems = false;         TestEngine = NULL; +        InputEventsNextMouseSource = ImGuiMouseSource_Mouse;+        InputEventsNextEventId = 1;+         WindowsActiveCount = 0;         CurrentWindow = NULL;         HoveredWindow = NULL;         HoveredWindowUnderMovingWindow = NULL;         MovingWindow = NULL;         WheelingWindow = NULL;-        WheelingWindowTimer = 0.0f;+        WheelingWindowStartFrame = -1;+        WheelingWindowReleaseTimer = 0.0f;          DebugHookIdInfo = 0;         HoveredId = HoveredIdPreviousFrame = 0;         HoveredIdAllowOverlap = false;-        HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;         HoveredIdDisabled = false;         HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;         ActiveId = 0;@@ -1883,20 +2127,22 @@         LastActiveId = 0;         LastActiveIdTimer = 0.0f; -        ActiveIdUsingMouseWheel = false;         ActiveIdUsingNavDirMask = 0x00;+        ActiveIdUsingAllKeyboardKeys = false;+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO         ActiveIdUsingNavInputMask = 0x00;-        ActiveIdUsingKeyInputMask.ClearAllBits();+#endif +        CurrentFocusScopeId = 0;         CurrentItemFlags = ImGuiItemFlags_None;         BeginMenuCount = 0;          NavWindow = NULL;-        NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;+        NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0;         NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;         NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;-        NavJustMovedToKeyMods = ImGuiModFlags_None;-        NavInputSource = ImGuiInputSource_None;+        NavJustMovedToKeyMods = ImGuiMod_None;+        NavInputSource = ImGuiInputSource_Keyboard;         NavLayer = ImGuiNavLayer_Main;         NavIdIsAlive = false;         NavMousePosDirty = false;@@ -1905,24 +2151,24 @@         NavAnyRequest = false;         NavInitRequest = false;         NavInitRequestFromMove = false;-        NavInitResultId = 0;         NavMoveSubmitted = false;         NavMoveScoringItems = false;         NavMoveForwardToNextFrame = false;         NavMoveFlags = ImGuiNavMoveFlags_None;         NavMoveScrollFlags = ImGuiScrollFlags_None;-        NavMoveKeyMods = ImGuiModFlags_None;+        NavMoveKeyMods = ImGuiMod_None;         NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;         NavScoringDebugCount = 0;         NavTabbingDir = 0;         NavTabbingCounter = 0; +        ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab;+        ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab;         NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;         NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;         NavWindowingToggleLayer = false;          DimBgRatio = 0.0f;-        MouseCursor = ImGuiMouseCursor_Arrow;          DragDropActive = DragDropWithinSource = DragDropWithinTarget = false;         DragDropSourceFlags = ImGuiDragDropFlags_None;@@ -1942,30 +2188,38 @@         TablesTempDataStacked = 0;         CurrentTabBar = NULL; +        HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0;+        HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f;++        MouseCursor = ImGuiMouseCursor_Arrow;+        MouseStationaryTimer = 0.0f;+         TempInputId = 0;         ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;-        ColorEditLastHue = ColorEditLastSat = 0.0f;-        ColorEditLastColor = 0;+        ColorEditCurrentID = ColorEditSavedID = 0;+        ColorEditSavedHue = ColorEditSavedSat = 0.0f;+        ColorEditSavedColor = 0;         SliderGrabClickOffset = 0.0f;         SliderCurrentAccum = 0.0f;         SliderCurrentAccumDirty = false;         DragCurrentAccumDirty = false;         DragCurrentAccum = 0.0f;         DragSpeedDefaultRatio = 1.0f / 100.0f;+        ScrollbarClickDeltaToGrabCenter = 0.0f;         DisabledAlphaBackup = 0.0f;         DisabledStackSize = 0;-        ScrollbarClickDeltaToGrabCenter = 0.0f;+        LockMarkEdited = 0;         TooltipOverrideCount = 0;-        TooltipSlowDelay = 0.50f;          PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);         PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission-        PlatformLocaleDecimalPoint = '.';          SettingsLoaded = false;         SettingsDirtyTimer = 0.0f;         HookIdNext = 0; +        memset(LocalizationTable, 0, sizeof(LocalizationTable));+         LogEnabled = false;         LogType = ImGuiLogType_None;         LogNextPrefix = LogNextSuffix = NULL;@@ -1976,7 +2230,12 @@         LogDepthToExpand = LogDepthToExpandDefault = 2;          DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY;+        DebugLocateId = 0;+        DebugLogClipperAutoDisableFrames = 0;+        DebugLocateFrames = 0;+        DebugBeginReturnValueCullDepth = -1;         DebugItemPickerActive = false;+        DebugItemPickerMouseButton = ImGuiMouseButton_Left;         DebugItemPickerBreakId = 0;          memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));@@ -2006,18 +2265,19 @@     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;+    bool                    IsSetPos;     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.+    ImVec2                  CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area.      // 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                    NavIsScrollPushableX;   // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column.     bool                    NavHideHighlightOneFrame;-    bool                    NavHasScroll;           // Set when scrolling can be used (ScrollMax > 0.0f)+    bool                    NavWindowHasScrollY;    // Set per window when scrolling can be used (== ScrollMax.y > 0.0f)      // Miscellaneous     bool                    MenuBarAppending;       // FIXME: Remove this@@ -2043,6 +2303,7 @@ // Storage for one window struct IMGUI_API ImGuiWindow {+    ImGuiContext*           Ctx;                                // Parent UI context (needs to be set explicitly by parent).     char*                   Name;                               // Window name, owned by the window.     ImGuiID                 ID;                                 // == ImHashStr(Name)     ImGuiWindowFlags        Flags;                              // See enum ImGuiWindowFlags_@@ -2056,6 +2317,9 @@     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().+    float                   DecoOuterSizeX1, DecoOuterSizeY1;   // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin().+    float                   DecoOuterSizeX2, DecoOuterSizeY2;   // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y).+    float                   DecoInnerSizeX1, DecoInnerSizeY1;   // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).     int                     NameBufLen;                         // Size of buffer storing Name. May be larger than strlen(Name)!     ImGuiID                 MoveId;                             // == window->GetID("#MOVE")     ImGuiID                 ChildId;                            // ID of corresponding item in parent window (for navigation to return from child window to parent window)@@ -2079,6 +2343,7 @@     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                   BeginCountPreviousFrame;            // Number of Begin() during the previous frame     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.@@ -2132,6 +2397,8 @@     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+    ImVec2                  NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX.+    ImGuiID                 NavRootFocusScopeId;                // Focus Scope ID at the time of Begin()      int                     MemoryDrawListIdxCapacity;          // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy     int                     MemoryDrawListVtxCapacity;@@ -2146,12 +2413,12 @@     ImGuiID     GetID(int n);     ImGuiID     GetIDFromRectangle(const ImRect& r_abs); -    // We don't use g.FontSize because the window may be != g.CurrentWidow.+    // We don't use g.FontSize because the window may be != g.CurrentWindow.     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; 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; }+    float       CalcFontSize() const    { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; }+    float       TitleBarHeight() const  { ImGuiContext& g = *Ctx; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; }     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; }+    float       MenuBarHeight() const   { ImGuiContext& g = *Ctx; 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()); } }; @@ -2164,7 +2431,7 @@ {     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+    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_@@ -2172,7 +2439,7 @@ {     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_Button                    = 1 << 21,  // Used by TabItemButton, change the tab item behavior to mimic a button };  // Storage for one active tab item (sizeof() 40 bytes)@@ -2188,10 +2455,10 @@     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()+    ImS16               IndexDuringLayout;      // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions.     bool                WantClose;              // Marked as closed by SetTabItemClosed() -    ImGuiTabItem()      { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }+    ImGuiTabItem()      { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } };  // Storage for a tab bar (sizeof() 152 bytes)@@ -2230,12 +2497,6 @@     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-    {-        IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size);-        return TabsNames.Buf.Data + tab->NameOffset;-    } };  //-----------------------------------------------------------------------------@@ -2243,14 +2504,13 @@ //-----------------------------------------------------------------------------  #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()+#define IMGUI_TABLE_MAX_COLUMNS         512                 // May be further lifted  // Our current column maximum is 64 but we may raise that in the future.-typedef ImS8 ImGuiTableColumnIdx;-typedef ImU8 ImGuiTableDrawChannelIdx;+typedef ImS16 ImGuiTableColumnIdx;+typedef ImU16 ImGuiTableDrawChannelIdx; -// [Internal] sizeof() ~ 104+// [Internal] sizeof() ~ 112 // 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".@@ -2296,7 +2556,7 @@     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)+    ImU8                    SortDirectionsAvailList;        // Ordered list of available sort directions (2-bits each, total 8-bits)      ImGuiTableColumn()     {@@ -2319,16 +2579,21 @@     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 ?)+// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) 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?+    ImGuiID                     TableInstanceID;+    float                       LastOuterHeight;            // Outer height from last frame+    float                       LastFirstRowHeight;         // Height of first row from last frame (FIXME: this is used as "header height" and may be reworked)+    float                       LastFrozenHeight;           // Height of frozen section from last frame+    int                         HoveredRowLast;             // Index of row which was hovered last frame.+    int                         HoveredRowNext;             // Index of row hovered this frame, set after encountering it. -    ImGuiTableInstanceData()    { LastOuterHeight = LastFirstRowHeight = 0.0f; }+    ImGuiTableInstanceData()    { TableInstanceID = 0; LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } }; -// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData+// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData+// sizeof() ~ 580 bytes + heap allocs described in TableBeginInitMemory() struct IMGUI_API ImGuiTable {     ImGuiID                     ID;@@ -2338,10 +2603,9 @@     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)+    ImBitArrayPtr               EnabledMaskByDisplayOrder;  // Column DisplayOrder -> IsEnabled map+    ImBitArrayPtr               EnabledMaskByIndex;         // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data+    ImBitArrayPtr               VisibleMaskByIndex;         // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect)     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;@@ -2353,6 +2617,7 @@     float                       RowPosY1;     float                       RowPosY2;     float                       RowMinHeight;               // Height submitted to TableNextRow()+    float                       RowCellPaddingY;            // Top and bottom padding. Reloaded during row change.     float                       RowTextBaseline;     float                       RowIndentOffsetX;     ImGuiTableRowFlags          RowFlags : 16;              // Current row flags, see ImGuiTableRowFlags_@@ -2366,9 +2631,8 @@     float                       HostIndentX;     float                       MinColumnWidth;     float                       OuterPaddingX;-    float                       CellPaddingX;               // Padding from each borders-    float                       CellPaddingY;-    float                       CellSpacingX1;              // Spacing between non-bordered cells+    float                       CellPaddingX;               // Padding from each borders. Locked in BeginTable()/Layout.+    float                       CellSpacingX1;              // Spacing between non-bordered cells. Locked in BeginTable()/Layout.     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@@ -2433,6 +2697,8 @@     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                        HasScrollbarYCurr;          // Whether ANY instance of this table had a vertical scrollbar during the current frame.+    bool                        HasScrollbarYPrev;          // Whether ANY instance of this table had a vertical scrollbar during the previous.     bool                        MemoryCompacted;     bool                        HostSkipItems;              // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis @@ -2443,6 +2709,7 @@ // 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.+// sizeof() ~ 112 bytes. struct IMGUI_API ImGuiTableTempData {     int                         TableIndex;                 // Index in g.Tables.Buf[] pool@@ -2527,12 +2794,14 @@     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);+    IMGUI_API void          SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window);     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); }+    inline ImVec2           WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p)  { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.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          FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0);+    IMGUI_API void          FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags);     IMGUI_API void          BringWindowToFocusFront(ImGuiWindow* window);     IMGUI_API void          BringWindowToDisplayFront(ImGuiWindow* window);     IMGUI_API void          BringWindowToDisplayBack(ImGuiWindow* window);@@ -2546,6 +2815,7 @@     inline ImDrawList*      GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches.     IMGUI_API ImDrawList*   GetBackgroundDrawList(ImGuiViewport* viewport);                     // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.     IMGUI_API ImDrawList*   GetForegroundDrawList(ImGuiViewport* viewport);                     // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.+    IMGUI_API void          AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);      // Init     IMGUI_API void          Initialize();@@ -2570,15 +2840,21 @@     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); +    // Settings - Windows+    IMGUI_API ImGuiWindowSettings*  CreateNewWindowSettings(const char* name);+    IMGUI_API ImGuiWindowSettings*  FindWindowSettingsByID(ImGuiID id);+    IMGUI_API ImGuiWindowSettings*  FindWindowSettingsByWindow(ImGuiWindow* window);+    IMGUI_API void                  ClearWindowSettings(const char* name);++    // Localization+    IMGUI_API void          LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count);+    inline const char*      LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; }+     // 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);@@ -2593,7 +2869,6 @@ //#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; }@@ -2607,12 +2882,14 @@     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);+    IMGUI_API ImGuiID       GetIDWithSeed(int n, 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          ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags);+    IMGUI_API bool          IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0);     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);@@ -2622,20 +2899,10 @@     IMGUI_API ImVec2        GetContentRegionMaxAbs();     IMGUI_API void          ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); -    // Parameter stacks+    // Parameter stacks (shared)     IMGUI_API void          PushItemFlag(ImGuiItemFlags option, bool enabled);     IMGUI_API void          PopItemFlag();--#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS-    // Currently refactoring focus/nav/tabbing system-    // 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+    IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx);      // 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.@@ -2651,10 +2918,11 @@     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 bool          BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);     IMGUI_API ImRect        GetPopupAllowedExtentRect(ImGuiWindow* window);     IMGUI_API ImGuiWindow*  GetTopMostPopupModal();     IMGUI_API ImGuiWindow*  GetTopMostAndVisiblePopupModal();+    IMGUI_API ImGuiWindow*  FindBlockingModal(ImGuiWindow* window);     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); @@ -2675,50 +2943,118 @@     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          NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data);     IMGUI_API void          NavMoveRequestCancel();     IMGUI_API void          NavMoveRequestApplyResult();     IMGUI_API void          NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);-    IMGUI_API const char*   GetNavInputName(ImGuiNavInput n);-    IMGUI_API float         GetNavInputAmount(ImGuiNavInput n, ImGuiNavReadMode mode);-    IMGUI_API ImVec2        GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiNavReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);-    IMGUI_API int           CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);-    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          NavClearPreferredPosForAxis(ImGuiAxis axis);+    IMGUI_API void          NavUpdateCurrentWindowIsScrollPushableX();     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()+    // Focus/Activation+    // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are+    // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones.+    IMGUI_API void          FocusItem();                    // Focus last item (no selection/activation).+    IMGUI_API void          ActivateItemByID(ImGuiID id);   // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again.      // 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             IsNamedKeyOrModKey(ImGuiKey key)                            { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super || key == ImGuiMod_Shortcut; }     inline bool             IsLegacyKey(ImGuiKey key)                                   { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }+    inline bool             IsKeyboardKey(ImGuiKey key)                                 { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_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             IsActiveIdUsingNavInput(ImGuiNavInput input)                { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 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); }+    inline bool             IsMouseKey(ImGuiKey key)                                    { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }+    inline bool             IsAliasKey(ImGuiKey key)                                    { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }+    inline ImGuiKeyChord    ConvertShortcutMod(ImGuiKeyChord key_chord)                 { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); }+    inline ImGuiKey         ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key)+    {+        ImGuiContext& g = *ctx;+        if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl;+        if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift;+        if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt;+        if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper;+        if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl);+        return key;+    }++    IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key);+    inline ImGuiKeyData*    GetKeyData(ImGuiKey key)                                    { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); }+    IMGUI_API void          GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size);+    inline ImGuiKey         MouseButtonToKey(ImGuiMouseButton button)                   { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }     IMGUI_API bool          IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);-    inline bool             IsNavInputDown(ImGuiNavInput n)                             { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; }-    inline bool             IsNavInputTest(ImGuiNavInput n, ImGuiNavReadMode rm)        { return (GetNavInputAmount(n, rm) > 0.0f); }-    IMGUI_API ImGuiModFlags GetMergedModFlags();-#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+    IMGUI_API ImVec2        GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);+    IMGUI_API float         GetNavTweakPressedAmount(ImGuiAxis axis);+    IMGUI_API int           CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);+    IMGUI_API void          GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);+    IMGUI_API void          SetActiveIdUsingAllKeyboardKeys();+    inline bool             IsActiveIdUsingNavDir(ImGuiDir dir)                         { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } +    // [EXPERIMENTAL] Low-Level: Key/Input Ownership+    // - The idea is that instead of "eating" a given input, we can link to an owner id.+    // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).+    // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.+    // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).+    // - Input ownership is automatically released on the frame after a key is released. Therefore:+    //   - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).+    //   - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover).+    // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.+    // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.+    //   Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.+    IMGUI_API ImGuiID           GetKeyOwner(ImGuiKey key);+    IMGUI_API void              SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);+    IMGUI_API void              SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0);+    IMGUI_API void              SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0);           // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.+    IMGUI_API bool              TestKeyOwner(ImGuiKey key, ImGuiID owner_id);                       // Test that key is either not owned, either owned by 'owner_id'+    inline ImGuiKeyOwnerData*   GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key)                    { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(ctx, key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }++    // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership+    // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.+    // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0)+    // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.+    //   Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.+    // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.+    IMGUI_API bool              IsKeyDown(ImGuiKey key, ImGuiID owner_id);+    IMGUI_API bool              IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);    // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.+    IMGUI_API bool              IsKeyReleased(ImGuiKey key, ImGuiID owner_id);+    IMGUI_API bool              IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);+    IMGUI_API bool              IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);+    IMGUI_API bool              IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);++    // [EXPERIMENTAL] Shortcut Routing+    // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super.+    //     ImGuiKey_C                 (accepted by functions taking ImGuiKey or ImGuiKeyChord)+    //     ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)+    //   ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.+    // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy.+    // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.+    // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.+    // - Multiple read sites may use the same owner id and will all get the granted route.+    // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.+    IMGUI_API bool              Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);+    IMGUI_API bool              SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);+    IMGUI_API bool              TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);+    IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);++    // [EXPERIMENTAL] Focus Scope+    // This is generally used to identify a unique input location (for e.g. a selection set)+    // There is one per window (automatically set in Begin), but:+    // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set.+    //   So in order to identify a set multiple lists in same window may each need a focus scope.+    //   If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope()+    // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided.+    // We don't use the ID Stack for this as it is common to want them separate.+    IMGUI_API void          PushFocusScope(ImGuiID id);+    IMGUI_API void          PopFocusScope();+    inline ImGuiID          GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; }   // Focus scope we are outputting into, set by PushFocusScope()+     // Drag and Drop     IMGUI_API bool          IsDragDropActive();     IMGUI_API bool          BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);     IMGUI_API void          ClearDragDrop();     IMGUI_API bool          IsDragDropPayloadBeingAccepted();+    IMGUI_API void          RenderDragDropTargetRect(const ImRect& bb);      // 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);@@ -2736,7 +3072,8 @@     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 int           TableGetHoveredColumn();    // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.+    IMGUI_API int           TableGetHoveredRow();       // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet.     IMGUI_API float         TableGetHeaderRowHeight();     IMGUI_API void          TablePushBackgroundChannel();     IMGUI_API void          TablePopBackgroundChannel();@@ -2753,8 +3090,10 @@     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]; }+    inline ImGuiTableInstanceData*  TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }+    inline ImGuiID                  TableGetInstanceID(ImGuiTable* table, int instance_no)   { return TableGetInstanceData(table, instance_no)->TableInstanceID; }     IMGUI_API void          TableSortSpecsSanitize(ImGuiTable* table);     IMGUI_API void          TableSortSpecsBuild(ImGuiTable* table);     IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column);@@ -2766,7 +3105,7 @@     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 ImGuiID       TableGetColumnResizeID(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);@@ -2785,15 +3124,22 @@     IMGUI_API ImGuiTableSettings*   TableSettingsFindByID(ImGuiID id);      // Tab Bars+    inline    ImGuiTabBar*  GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; }     IMGUI_API bool          BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags);     IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id);+    IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order);+    IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar);+    inline int              TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); }+    IMGUI_API const char*   TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);     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 void          TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab);+    IMGUI_API void          TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset);+    IMGUI_API void          TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos);     IMGUI_API bool          TabBarProcessReorder(ImGuiTabBar* tab_bar);-    IMGUI_API bool          TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags);-    IMGUI_API ImVec2        TabItemCalcSize(const char* label, bool has_close_button);+    IMGUI_API bool          TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);+    IMGUI_API ImVec2        TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);+    IMGUI_API ImVec2        TabItemCalcSize(ImGuiWindow* window);     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); @@ -2823,28 +3169,32 @@     // 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          ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);+    IMGUI_API bool          ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0);+    IMGUI_API void          SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f);+    IMGUI_API void          SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width);+    IMGUI_API bool          CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);+    IMGUI_API bool          CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);++    // Widgets: Window Decorations     IMGUI_API bool          CloseButton(ImGuiID id, const ImVec2& pos);     IMGUI_API bool          CollapseButton(ImGuiID id, const ImVec2& pos);-    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);+    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 bool          TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0);                     // Consume previous SetNextItemOpen() data, if any. May return true when logging     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).@@ -2866,10 +3216,11 @@      // 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 void          InputTextDeactivateHook(ImGuiID id);     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 (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active+    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);@@ -2877,7 +3228,7 @@     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);+    IMGUI_API int           PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg);      // 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);@@ -2891,16 +3242,22 @@     // 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); }+    IMGUI_API void          ErrorCheckUsingSetCursorPosToExtendParentBoundaries();+    IMGUI_API void          DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255));+    IMGUI_API void          DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255));+    IMGUI_API void          DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255));+    IMGUI_API void          DebugLocateItem(ImGuiID target_id);                     // Call sparingly: only 1 at the same time!+    IMGUI_API void          DebugLocateItemOnHover(ImGuiID target_id);              // Only call on reaction to a mouse Hover: because only 1 at the same time!+    IMGUI_API void          DebugLocateItemResolveWithLastItem();     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          DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, 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);@@ -2914,8 +3271,26 @@     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          DebugRenderKeyboardPreview(ImDrawList* draw_list);     IMGUI_API void          DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); +    // Obsolete functions+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+    inline void     SetItemUsingMouseWheel()                                            { SetItemKeyOwner(ImGuiKey_MouseWheelY); }      // Changed in 1.89+    inline bool     TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0)    { return TreeNodeUpdateNextOpen(id, flags); }   // Renamed in 1.89++    // 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.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' (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+#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO+    inline bool     IsKeyPressedMap(ImGuiKey key, bool repeat = true)                   { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!+#endif+ } // namespace ImGui  @@ -2947,14 +3322,15 @@ //-----------------------------------------------------------------------------  #ifdef IMGUI_ENABLE_TEST_ENGINE-extern void         ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);+extern void         ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data);           // item_data may be NULL 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+// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data);+#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA)      if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA)    // Register item bounding box+#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS)    // Register item label and status flags (optional)+#define IMGUI_TEST_ENGINE_LOG(_FMT,...)                     if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__)           // Custom log entry from user land into test log #else #define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID)                 ((void)0) #define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS)      ((void)g)
imgui/imgui_tables.cpp view
@@ -1,4 +1,4 @@-// dear imgui, v1.88+// dear imgui, v1.89.9 // (tables and columns code)  /*@@ -80,20 +80,20 @@ //   - outer_size.x <= 0.0f  ->  Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. //   - outer_size.x  > 0.0f  ->  Set Fixed width. //   Y with ScrollX/ScrollY disabled: we output table directly in current window-//   - outer_size.y  < 0.0f  ->  Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll.+//   - outer_size.y  < 0.0f  ->  Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. //   - outer_size.y  = 0.0f  ->  No minimum height (but will auto extend, unless _NoHostExtendY is set)-//   - outer_size.y  > 0.0f  ->  Set Minimum height (but will auto extend, unless _NoHostExtenY is set)+//   - outer_size.y  > 0.0f  ->  Set Minimum height (but will auto extend, unless _NoHostExtendY is set) //   Y with ScrollX/ScrollY enabled: using a child window for scrolling-//   - outer_size.y  < 0.0f  ->  Bottom-align. Not meaningful is parent window can vertically scroll.+//   - outer_size.y  < 0.0f  ->  Bottom-align. Not meaningful if parent window can vertically scroll. //   - outer_size.y  = 0.0f  ->  Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. //   - outer_size.y  > 0.0f  ->  Set Exact height. Recommended when using Scrolling on any axis. //----------------------------------------------------------------------------- // Outer size is also affected by the NoHostExtendX/NoHostExtendY flags.-// Important to that note how the two flags have slightly different behaviors!+// Important to note how the two flags have slightly different behaviors! //   - ImGuiTableFlags_NoHostExtendX -> 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 -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. // In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height.-// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable)+// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). //----------------------------------------------------------------------------- // About 'inner_width': //   With ScrollX disabled:@@ -112,15 +112,16 @@  //----------------------------------------------------------------------------- // COLUMNS SIZING POLICIES+// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) //----------------------------------------------------------------------------- // About overriding column sizing policy and width/weight with TableSetupColumn():-// We use a default parameter of 'init_width_or_weight == -1'.+// We use a default parameter of -1 for 'init_width'/'init_weight'. //   - with ImGuiTableColumnFlags_WidthFixed,    init_width  <= 0 (default)  --> width is automatic //   - with ImGuiTableColumnFlags_WidthFixed,    init_width  >  0 (explicit) --> width is custom //   - with ImGuiTableColumnFlags_WidthStretch,  init_weight <= 0 (default)  --> weight is 1.0f //   - with ImGuiTableColumnFlags_WidthStretch,  init_weight >  0 (explicit) --> weight is custom // Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f)-// and you can fit a 100.0f wide item in it without clipping and with full padding.+// and you can fit a 100.0f wide item in it without clipping and with padding honored. //----------------------------------------------------------------------------- // About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) //   - with Table policy ImGuiTableFlags_SizingFixedFit      --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width@@ -134,10 +135,10 @@ //   - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! //     that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. //   - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents.-//   - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths.+//   - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. //----------------------------------------------------------------------------- // About using column width:-// If a column is manual resizable or has a width specified with TableSetupColumn():+// If a column is manually resizable or has a width specified with TableSetupColumn(): //   - you may use GetContentRegionAvail().x to query the width available in a given column. //   - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. // If the column is not resizable and has no width specified with TableSetupColumn():@@ -151,7 +152,7 @@ // TABLES CLIPPING/CULLING //----------------------------------------------------------------------------- // About clipping/culling of Rows in Tables:-// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows.+// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. //   ImGuiListClipper is reliant on the fact that rows are of equal height. //   See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. // - Note that auto-resizing columns don't play well with using the clipper.@@ -168,7 +169,7 @@ // - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). // //                        [A]         [B]          [C]-//  TableNextColumn():    true        false        false       -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height.+//  TableNextColumn():    true        false        false       -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. //          SkipItems:    false       false        true        -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. //           ClipRect:    normal      zero-width   zero-width  -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. //  ImDrawList output:    normal      dummy        dummy       -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway).@@ -188,20 +189,16 @@ #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h"-#ifndef IMGUI_DISABLE- #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif++#include "imgui.h"+#ifndef IMGUI_DISABLE #include "imgui_internal.h"  // System includes-#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier-#include <stddef.h>     // intptr_t-#else #include <stdint.h>     // intptr_t-#endif  // Visual Studio warnings #ifdef _MSC_VER@@ -315,11 +312,11 @@         return false;      // Sanity checks-    IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!");+    IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS);     if (flags & ImGuiTableFlags_ScrollX)         IM_ASSERT(inner_width >= 0.0f); -    // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve.+    // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve.     const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0;     const ImVec2 avail_size = GetContentRegionAvail();     ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);@@ -332,11 +329,7 @@      // Acquire storage for the table     ImGuiTable* table = g.Tables.GetOrAddByKey(id);-    const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1;-    const ImGuiID instance_id = id + instance_no;     const ImGuiTableFlags table_last_flags = table->Flags;-    if (instance_no > 0)-        IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");      // Acquire temporary buffers     const int table_idx = g.Tables.GetIndex(table);@@ -352,18 +345,33 @@     flags = TableFixFlags(flags, outer_window);      // Initialize+    const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1;     table->ID = id;     table->Flags = flags;-    table->InstanceCurrent = (ImS16)instance_no;     table->LastFrameActive = g.FrameCount;     table->OuterWindow = table->InnerWindow = outer_window;     table->ColumnsCount = columns_count;     table->IsLayoutLocked = false;     table->InnerWidth = inner_width;     temp_data->UserOuterSize = outer_size;-    if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no)-        table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); +    // Instance data (for instance 0, TableID == TableInstanceID)+    ImGuiID instance_id;+    table->InstanceCurrent = (ImS16)instance_no;+    if (instance_no > 0)+    {+        IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID");+        if (table->InstanceDataExtra.Size < instance_no)+            table->InstanceDataExtra.push_back(ImGuiTableInstanceData());+        instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack.+    }+    else+    {+        instance_id = id;+    }+    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);+    table_instance->TableInstanceID = instance_id;+     // When not using a child window, WorkRect.Max will grow as we append contents.     if (use_child_window)     {@@ -395,6 +403,14 @@         table->OuterRect = table->InnerWindow->Rect();         table->InnerRect = table->InnerWindow->InnerRect;         IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);++        // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned)+        if (instance_no == 0)+        {+            table->HasScrollbarYPrev = table->HasScrollbarYCurr;+            table->HasScrollbarYCurr = false;+        }+        table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY;     }     else     {@@ -404,7 +420,9 @@     }      // Push a standardized ID for both child-using and not-child-using tables-    PushOverrideID(instance_id);+    PushOverrideID(id);+    if (instance_no > 0)+        PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol.      // Backup a copy of host window members we will modify     ImGuiWindow* inner_window = table->InnerWindow;@@ -434,7 +452,6 @@     table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border;     table->CellSpacingX2 = inner_spacing_explicit;     table->CellPaddingX = inner_padding_explicit;-    table->CellPaddingY = g.Style.CellPadding.y;      const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f;     const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f;@@ -451,17 +468,19 @@      table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow     table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow()+    table->RowCellPaddingY = 0.0f;     table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any     table->FreezeColumnsRequest = table->FreezeColumnsCount = 0;     table->IsUnfrozenRows = true;     table->DeclColumnsCount = 0; -    // Using opaque colors facilitate overlapping elements of the grid+    // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders()     table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong);     table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight);      // Make table current     g.CurrentTable = table;+    outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();     outer_window->DC.CurrentTableIdx = table_idx;     if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly.         inner_window->DC.CurrentTableIdx = table_idx;@@ -469,7 +488,7 @@     if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0)         table->IsResetDisplayOrderRequest = true; -    // Mark as used+    // Mark as used to avoid GC     if (table_idx >= g.TablesLastTimeActive.Size)         g.TablesLastTimeActive.resize(table_idx + 1, -1.0f);     g.TablesLastTimeActive[table_idx] = (float)g.Time;@@ -562,34 +581,40 @@ }  // For reference, the average total _allocation count_ for a table is:-// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)+// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) // + 1 (for table->RawData allocated below) // + 1 (for table->ColumnsNames, if names are used)-// Shared allocations per number of nested tables+// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) // + 1 (for table->Splitter._Channels) // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)-// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.+// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. // Unused channels don't perform their +2 allocations. void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) {     // Allocate single buffer for our arrays-    ImSpanAllocator<3> span_allocator;+    const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count);+    ImSpanAllocator<6> span_allocator;     span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn));     span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx));     span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4);+    for (int n = 3; n < 6; n++)+        span_allocator.Reserve(n, columns_bit_array_size);     table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes());     memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes());     span_allocator.SetArenaBasePtr(table->RawData);     span_allocator.GetSpan(0, &table->Columns);     span_allocator.GetSpan(1, &table->DisplayOrderToIndex);     span_allocator.GetSpan(2, &table->RowCellData);+    table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3);+    table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4);+    table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); }  // Apply queued resizing/reordering/hiding requests void ImGui::TableBeginApplyRequests(ImGuiTable* table) {     // Handle resizing request-    // (We process this at the first TableBegin of the frame)+    // (We process this in the TableBegin() of the first instance of each table)     // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling?     if (table->InstanceCurrent == 0)     {@@ -634,8 +659,7 @@                 table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir;             IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); -            // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[],-            // rebuild the later from the former.+            // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former.             for (int column_n = 0; column_n < table->ColumnsCount; column_n++)                 table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n;             table->ReorderColumnDir = 0;@@ -709,8 +733,8 @@     } } -// Layout columns for the frame. This is in essence the followup to BeginTable().-// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first.+// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function.+// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. // FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. // Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? void ImGui::TableUpdateLayout(ImGuiTable* table)@@ -721,8 +745,8 @@     const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_);     table->IsDefaultDisplayOrder = true;     table->ColumnsEnabledCount = 0;-    table->EnabledMaskByIndex = 0x00;-    table->EnabledMaskByDisplayOrder = 0x00;+    ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount);+    ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount);     table->LeftMostEnabledColumn = -1;     table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE @@ -787,8 +811,8 @@         else             table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n;         column->IndexWithinEnabledSet = table->ColumnsEnabledCount++;-        table->EnabledMaskByIndex |= (ImU64)1 << column_n;-        table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder;+        ImBitArraySetBit(table->EnabledMaskByIndex, column_n);+        ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder);         prev_visible_column_idx = column_n;         IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); @@ -831,12 +855,12 @@         table->IsSettingsDirty = true;      // [Part 3] Fix column flags and record a few extra information.-    float sum_width_requests = 0.0f;        // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding.-    float stretch_sum_weights = 0.0f;       // Sum of all weights for stretch columns.+    float sum_width_requests = 0.0f;    // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding.+    float stretch_sum_weights = 0.0f;   // Sum of all weights for stretch columns.     table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1;     for (int column_n = 0; column_n < table->ColumnsCount; column_n++)     {-        if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n)))+        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))             continue;         ImGuiTableColumn* column = &table->Columns[column_n]; @@ -852,7 +876,7 @@             // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!)             if (column->AutoFitQueue != 0x00)                 column->WidthRequest = width_auto;-            else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)))+            else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput)                 column->WidthRequest = width_auto;              // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets@@ -893,13 +917,14 @@     // [Part 4] Apply final widths based on requested widths     const ImRect work_rect = table->WorkRect;     const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);-    const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth();+    const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920)+    const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);     const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;     float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;     table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;     for (int column_n = 0; column_n < table->ColumnsCount; column_n++)     {-        if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n)))+        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))             continue;         ImGuiTableColumn* column = &table->Columns[column_n]; @@ -926,7 +951,7 @@     if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths))         for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--)         {-            if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))+            if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))                 continue;             ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]];             if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch))@@ -936,11 +961,21 @@             width_remaining_for_stretched_columns -= 1.0f;         } +    // Determine if table is hovered which will be used to flag columns as hovered.+    // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),+    //   but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily+    //   clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem).+    // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop.     ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);+    table_instance->HoveredRowLast = table_instance->HoveredRowNext;+    table_instance->HoveredRowNext = -1;     table->HoveredColumnBody = -1;     table->HoveredColumnBorder = -1;     const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));-    const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0);+    const ImGuiID backup_active_id = g.ActiveId;+    g.ActiveId = 0;+    const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None);+    g.ActiveId = backup_active_id;      // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column     // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.@@ -949,14 +984,13 @@     float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1;     ImRect host_clip_rect = table->InnerClipRect;     //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2;-    table->VisibleMaskByIndex = 0x00;-    table->RequestOutputMaskByIndex = 0x00;+    ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount);     for (int order_n = 0; order_n < table->ColumnsCount; order_n++)     {         const int column_n = table->DisplayOrderToIndex[order_n];         ImGuiTableColumn* column = &table->Columns[column_n]; -        column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);+        column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen          if (offset_x_frozen && table->FreezeColumnsCount == visible_n)         {@@ -967,7 +1001,7 @@         // Clear status flags         column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; -        if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0)+        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))         {             // Hidden column: clear a few fields and we are done with it for the remainder of the function.             // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper.@@ -1020,12 +1054,10 @@         column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y);         const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY;         if (is_visible)-            table->VisibleMaskByIndex |= ((ImU64)1 << column_n);+            ImBitArraySetBit(table->VisibleMaskByIndex, column_n);          // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output.         column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0;-        if (column->IsRequestOutput)-            table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n);          // Mark column as SkipItems (ignoring all items/layout)         column->IsSkipItems = !column->IsEnabled || table->HostSkipItems;@@ -1094,6 +1126,14 @@     table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f);     table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); +    // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call.+    float window_content_max_y;+    if (table->Flags & ImGuiTableFlags_NoHostExtendY)+        window_content_max_y = table->OuterRect.Max.y;+    else+        window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y);+    table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y);+     // [Part 9] Allocate draw channels and setup background cliprect     TableSetupDrawChannels(table); @@ -1105,25 +1145,24 @@     table->IsUsingHeaders = false;      // [Part 11] Context menu-    if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted)+    if (TableBeginContextMenuPopup(table))     {-        const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);-        if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))-        {-            TableDrawContextMenu(table);-            EndPopup();-        }-        else-        {-            table->IsContextPopupOpen = false;-        }+        TableDrawContextMenu(table);+        EndPopup();     } -    // [Part 13] Sanitize and build sort specs before we have a change to use them for display.+    // [Part 12] Sanitize and build sort specs before we have a chance to use them for display.     // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change)     if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))         TableSortSpecsBuild(table); +    // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns)+    if (table->FreezeColumnsRequest > 0)+        table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x;+    if (table->FreezeRowsRequest > 0)+        table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight;+    table_instance->LastFrozenHeight = 0.0f;+     // Initial state     ImGuiWindow* inner_window = table->InnerWindow;     if (table->Flags & ImGuiTableFlags_NoClip)@@ -1133,9 +1172,7 @@ }  // Process hit-testing on resizing borders. Actual size change will be applied in EndTable()-// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise-// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets-//   overlapping the same area.+// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. void ImGui::TableUpdateBorders(ImGuiTable* table) {     ImGuiContext& g = *GImGui;@@ -1153,7 +1190,7 @@      for (int order_n = 0; order_n < table->ColumnsCount; order_n++)     {-        if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))+        if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))             continue;          const int column_n = table->DisplayOrderToIndex[order_n];@@ -1171,11 +1208,11 @@          ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);         ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);+        ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav);         //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));-        KeepAliveID(column_id);          bool hovered = false, held = false;-        bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);+        bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);         if (pressed && IsMouseDoubleClicked(0))         {             TableSetColumnWidthAutoSingle(table, column_n);@@ -1289,7 +1326,7 @@     float auto_fit_width_for_stretched = 0.0f;     float auto_fit_width_for_stretched_min = 0.0f;     for (int column_n = 0; column_n < table->ColumnsCount; column_n++)-        if (table->EnabledMaskByIndex & ((ImU64)1 << column_n))+        if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n))         {             ImGuiTableColumn* column = &table->Columns[column_n];             float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column);@@ -1329,8 +1366,10 @@     }      // Pop from id stack-    IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!");+    IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!");     IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!");+    if (table->InstanceCurrent > 0)+        PopID();     PopID();      // Restore window data that we modified@@ -1402,6 +1441,7 @@         g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter;     }     outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1;+    NavUpdateCurrentWindowIsScrollPushableX(); }  // See "COLUMN SIZING POLICIES" comments at the top of this file@@ -1513,6 +1553,7 @@ // - TableGetCellBgRect() [Internal] // - TableGetColumnResizeID() [Internal] // - TableGetHoveredColumn() [Internal]+// - TableGetHoveredRow() [Internal] // - TableSetBgColor() //----------------------------------------------------------------------------- @@ -1600,14 +1641,14 @@ }  // Return the resizing ID for the right-side of the given column.-ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no)+ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) {     IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount);-    ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n;-    return id;+    ImGuiID instance_id = TableGetInstanceID(table, instance_no);+    return instance_id + 1 + column_n; // FIXME: #6140: still not ideal } -// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered.+// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. int ImGui::TableGetHoveredColumn() {     ImGuiContext& g = *GImGui;@@ -1617,6 +1658,19 @@     return (int)table->HoveredColumnBody; } +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row.+// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value.+// This difference with is the reason why this is not public yet.+int ImGui::TableGetHoveredRow()+{+    ImGuiContext& g = *GImGui;+    ImGuiTable* table = g.CurrentTable;+    if (!table)+        return -1;+    ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);+    return (int)table_instance->HoveredRowLast;+}+ void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) {     ImGuiContext& g = *GImGui;@@ -1635,7 +1689,7 @@             return;         if (column_n == -1)             column_n = table->CurrentColumn;-        if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0)+        if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))             return;         if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n)             table->RowCellDataCurrent++;@@ -1691,19 +1745,20 @@      table->LastRowFlags = table->RowFlags;     table->RowFlags = row_flags;+    table->RowCellPaddingY = g.Style.CellPadding.y;     table->RowMinHeight = row_min_height;     TableBeginRow(table);      // We honor min_row_height requested by user, but cannot guarantee per-row maximum height,     // because that would essentially require a unique clipping rectangle per-cell.-    table->RowPosY2 += table->CellPaddingY * 2.0f;+    table->RowPosY2 += table->RowCellPaddingY * 2.0f;     table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height);      // Disable output until user calls TableNextColumn()     table->InnerWindow->SkipItems = true; } -// [Internal] Called by TableNextRow()+// [Internal] Only called by TableNextRow() void ImGui::TableBeginRow(ImGuiTable* table) {     ImGuiWindow* window = table->InnerWindow;@@ -1724,7 +1779,11 @@     table->RowPosY1 = table->RowPosY2 = next_y1;     table->RowTextBaseline = 0.0f;     table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent+     window->DC.PrevLineTextBaseOffset = 0.0f;+    window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns.+    window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too.+    window->DC.IsSameLine = window->DC.IsSetPos = false;     window->DC.CursorMaxPos.y = next_y1;      // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.@@ -1766,6 +1825,10 @@     const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);     if (is_visible)     {+        // Update data for TableGetHoveredRow()+        if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2)+            TableGetInstanceData(table, table->InstanceCurrent)->HoveredRowNext = table->CurrentRow;+         // Decide of background color for the row         ImU32 bg_col0 = 0;         ImU32 bg_col1 = 0;@@ -1837,17 +1900,15 @@     // get the new cursor position.     if (unfreeze_rows_request)         for (int column_n = 0; column_n < table->ColumnsCount; column_n++)-        {-            ImGuiTableColumn* column = &table->Columns[column_n];-            column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);-        }+            table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;     if (unfreeze_rows_actual)     {         IM_ASSERT(table->IsUnfrozenRows == false);+        const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);         table->IsUnfrozenRows = true;+        TableGetInstanceData(table, table->InstanceCurrent)->LastFrozenHeight = y0 - table->OuterRect.Min.y;          // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect-        float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);         table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);         table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;         table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;@@ -1910,7 +1971,7 @@      // Return whether the column is visible. User may choose to skip submitting items based on this return value,     // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.-    return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0;+    return table->Columns[column_n].IsRequestOutput; }  // [Public] Append into the next column, wrap and create a new row when already on last column@@ -1935,8 +1996,7 @@      // Return whether the column is visible. User may choose to skip submitting items based on this return value,     // however they shouldn't skip submitting for columns that may have the tallest contribution to row height.-    int column_n = table->CurrentColumn;-    return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0;+    return table->Columns[table->CurrentColumn].IsRequestOutput; }  @@ -1945,6 +2005,7 @@ // FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. void ImGui::TableBeginCell(ImGuiTable* table, int column_n) {+    ImGuiContext& g = *GImGui;     ImGuiTableColumn* column = &table->Columns[column_n];     ImGuiWindow* window = table->InnerWindow;     table->CurrentColumn = column_n;@@ -1955,25 +2016,22 @@         start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row.      window->DC.CursorPos.x = start_x;-    window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY;+    window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY;     window->DC.CursorMaxPos.x = window->DC.CursorPos.x;     window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT+    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns.     window->DC.CurrLineTextBaseOffset = table->RowTextBaseline;     window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; +    // Note how WorkRect.Max.y is only set once during layout     window->WorkRect.Min.y = window->DC.CursorPos.y;     window->WorkRect.Min.x = column->WorkMinX;     window->WorkRect.Max.x = column->WorkMaxX;     window->DC.ItemWidth = column->ItemWidth; -    // To allow ImGuiListClipper to function we propagate our row height-    if (!column->IsEnabled)-        window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2);-     window->SkipItems = column->IsSkipItems;     if (column->IsSkipItems)     {-        ImGuiContext& g = *GImGui;         g.LastItemData.ID = 0;         g.LastItemData.StatusFlags = 0;     }@@ -1992,7 +2050,6 @@     }      // Logging-    ImGuiContext& g = *GImGui;     if (g.LogEnabled && !column->IsSkipItems)     {         LogRenderedText(&window->DC.CursorPos, "|");@@ -2006,6 +2063,9 @@     ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];     ImGuiWindow* window = table->InnerWindow; +    if (window->DC.IsSetPos)+        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();+     // Report maximum position so we can infer content size per column.     float* p_max_pos_x;     if (table->RowFlags & ImGuiTableRowFlags_Headers)@@ -2013,7 +2073,8 @@     else         p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen;     *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x);-    table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY);+    if (column->IsEnabled)+        table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY);     column->ItemWidth = window->DC.ItemWidth;      // Propagate text baseline for the entire row@@ -2108,7 +2169,7 @@     // - All stretch: easy.     // - One or more fixed + one stretch: easy.     // - One or more fixed + more than one stretch: tricky.-    // Qt when manual resize is enabled only support a single _trailing_ stretch column.+    // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here.      // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1.     // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user.@@ -2191,7 +2252,7 @@ {     IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); -    // Measure existing quantity+    // Measure existing quantities     float visible_weight = 0.0f;     float visible_width = 0.0f;     for (int column_n = 0; column_n < table->ColumnsCount; column_n++)@@ -2273,7 +2334,7 @@     const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1;     const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount;     const int channels_for_bg = 1 + 1 * freeze_row_multiplier;-    const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0;+    const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0;     const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy;     table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total);     table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1);@@ -2347,19 +2408,26 @@     // Track which groups we are going to attempt to merge, and which channels goes into each group.     struct MergeGroup     {-        ImRect  ClipRect;-        int     ChannelsCount;-        ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> ChannelsMask;--        MergeGroup() { ChannelsCount = 0; }+        ImRect          ClipRect;+        int             ChannelsCount = 0;+        ImBitArrayPtr   ChannelsMask = NULL;     };     int merge_group_mask = 0x00;     MergeGroup merge_groups[4]; +    // Use a reusable temp buffer for the merge masks as they are dynamically sized.+    const int max_draw_channels = (4 + table->ColumnsCount * 2);+    const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels);+    g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5);+    memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5);+    for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++)+        merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n));+    ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4));+     // 1. Scan channels and take note of those which can be merged     for (int column_n = 0; column_n < table->ColumnsCount; column_n++)     {-        if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0)+        if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n))             continue;         ImGuiTableColumn* column = &table->Columns[column_n]; @@ -2391,11 +2459,11 @@             }              const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2);-            IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS);+            IM_ASSERT(channel_no < max_draw_channels);             MergeGroup* merge_group = &merge_groups[merge_group_n];             if (merge_group->ChannelsCount == 0)                 merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);-            merge_group->ChannelsMask.SetBit(channel_no);+            ImBitArraySetBit(merge_group->ChannelsMask, channel_no);             merge_group->ChannelsCount++;             merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect);             merge_group_mask |= (1 << merge_group_n);@@ -2431,9 +2499,8 @@         const int LEADING_DRAW_CHANNELS = 2;         g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized         ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data;-        ImBitArray<IMGUI_TABLE_MAX_DRAW_CHANNELS> remaining_mask;                       // We need 132-bit of storage-        remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count);-        remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen);+        ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count);+        ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen);         IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN);         int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS);         //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect;@@ -2460,20 +2527,18 @@                     merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x);                 if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0)                     merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y);-#if 0-                GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f);-                GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200));-                GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200));-#endif+                //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG]+                //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200));+                //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200));                 remaining_count -= merge_group->ChannelsCount;-                for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++)-                    remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n];+                for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++)+                    remaining_mask[n] &= ~merge_group->ChannelsMask[n];                 for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++)                 {                     // Copy + overwrite new clip rect-                    if (!merge_group->ChannelsMask.TestBit(n))+                    if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n))                         continue;-                    merge_group->ChannelsMask.ClearBit(n);+                    IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n);                     merge_channels_count--;                      ImDrawChannel* channel = &splitter->_Channels[n];@@ -2491,7 +2556,7 @@         // Append unmergeable channels that we didn't reorder at the end of the list         for (int n = 0; n < splitter->_Count && remaining_count != 0; n++)         {-            if (!remaining_mask.TestBit(n))+            if (!IM_BITARRAY_TESTBIT(remaining_mask, n))                 continue;             ImDrawChannel* channel = &splitter->_Channels[n];             memcpy(dst_tmp++, channel, sizeof(ImDrawChannel));@@ -2523,7 +2588,7 @@     {         for (int order_n = 0; order_n < table->ColumnsCount; order_n++)         {-            if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)))+            if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n))                 continue;              const int column_n = table->DisplayOrderToIndex[order_n];@@ -2611,8 +2676,9 @@ //-------------------------------------------------------------------------  // Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set)-// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since-// last call, or the first time.+// 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! // Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() {@@ -2628,7 +2694,6 @@         TableUpdateLayout(table);      TableSortSpecsBuild(table);-     return &table->SortSpecs; } @@ -2747,7 +2812,7 @@         }     } -    // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag)+    // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag)     if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate))         for (int column_n = 0; column_n < table->ColumnsCount; column_n++)         {@@ -2851,10 +2916,9 @@             continue;          // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them)-        // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide-        // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier.+        // In your own code you may omit the PushID/PopID all-together, provided you know they won't collide.         const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n);-        PushID(table->InstanceCurrent * table->ColumnsCount + column_n);+        PushID(column_n);         TableHeader(name);         PopID();     }@@ -2892,7 +2956,7 @@     // If we already got a row height, there's use that.     // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect?     ImRect cell_r = TableGetCellBgRect(table, column_n);-    float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f);+    float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f);      // Calculate ideal size for sort order arrow     float w_arrow = 0.0f;@@ -2925,11 +2989,9 @@     //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG]     //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] -    // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.+    // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items.     bool hovered, held;-    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap);-    if (g.ActiveId != id)-        SetItemAllowOverlap();+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap);     if (held || hovered || selected)     {         const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);@@ -2969,7 +3031,7 @@     }      // Sort order arrow-    const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text;+    const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x);     if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort))     {         if (column->SortOrder != -1)@@ -3000,8 +3062,8 @@     RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);      const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);-    if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay)-        SetTooltip("%.*s", (int)(label_end - label), label);+    if (text_clipped && hovered && g.ActiveId == 0)+        SetItemTooltip("%.*s", (int)(label_end - label), label);      // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden     if (IsMouseReleased(1) && IsItemHovered())@@ -3035,6 +3097,17 @@     } } +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)+{+    if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)+        return false;+    const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);+    if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))+        return true;+    table->IsContextPopupOpen = false;+    return false;+}+ // Output context menu into current window (generally a popup) // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? void ImGui::TableDrawContextMenu(ImGuiTable* table)@@ -3054,15 +3127,15 @@         if (column != NULL)         {             const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;-            if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize))+            if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne"                 TableSetColumnWidthAutoSingle(table, column_n);         }          const char* size_all_desc;         if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)-            size_all_desc = "Size all columns to fit###SizeAll";        // All fixed+            size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit);        // "###SizeAll" All fixed         else-            size_all_desc = "Size all columns to default###SizeAll";    // All stretch or mixed+            size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault);    // "###SizeAll" All stretch or mixed         if (MenuItem(size_all_desc, NULL))             TableSetColumnWidthAutoAll(table);         want_separator = true;@@ -3071,7 +3144,7 @@     // Ordering     if (table->Flags & ImGuiTableFlags_Reorderable)     {-        if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder))+        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))             table->IsResetDisplayOrderRequest = true;         want_separator = true;     }@@ -3428,12 +3501,12 @@             if (!save_column)                 continue;             buf->appendf("Column %-2d", column_n);-            if (column->UserID != 0)                    buf->appendf(" UserID=%08X", column->UserID);-            if (save_size && column->IsStretch)         buf->appendf(" Weight=%.4f", column->WidthOrWeight);-            if (save_size && !column->IsStretch)        buf->appendf(" Width=%d", (int)column->WidthOrWeight);-            if (save_visible)                           buf->appendf(" Visible=%d", column->IsEnabled);-            if (save_order)                             buf->appendf(" Order=%d", column->DisplayOrder);-            if (save_sort && column->SortOrder != -1)   buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^');+            if (column->UserID != 0)                    { buf->appendf(" UserID=%08X", column->UserID); }+            if (save_size && column->IsStretch)         { buf->appendf(" Weight=%.4f", column->WidthOrWeight); }+            if (save_size && !column->IsStretch)        { buf->appendf(" Width=%d", (int)column->WidthOrWeight); }+            if (save_visible)                           { buf->appendf(" Visible=%d", column->IsEnabled); }+            if (save_order)                             { buf->appendf(" Order=%d", column->DisplayOrder); }+            if (save_sort && column->SortOrder != -1)   { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); }             buf->append("\n");         }         buf->append("\n");@@ -3481,7 +3554,7 @@     IM_ASSERT(table->MemoryCompacted == false);     table->SortSpecs.Specs = NULL;     table->SortSpecsMulti.clear();-    table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort+    table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume.     table->ColumnsNames.clear();     table->MemoryCompacted = true;     for (int n = 0; n < table->ColumnsCount; n++)@@ -3534,13 +3607,9 @@  void ImGui::DebugNodeTable(ImGuiTable* table) {-    char buf[512];-    char* p = buf;-    const char* buf_end = buf + IM_ARRAYSIZE(buf);-    const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.-    ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*");+    const bool is_active = (table->LastFrameActive >= GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here.     if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }-    bool open = TreeNode(table, "%s", buf);+    bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*");     if (!is_active) { PopStyleColor(); }     if (IsItemHovered())         GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255));@@ -3549,13 +3618,18 @@     if (!open)         return;     if (table->InstanceCurrent > 0)-        ImGui::Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);+        Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);     bool clear_settings = SmallButton("Clear settings");     BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));     BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");     BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX);     BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder);     BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn);+    for (int n = 0; n < table->InstanceCurrent + 1; n++)+    {+        ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n);+        BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight);+    }     //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen);     float sum_weights = 0.0f;     for (int n = 0; n < table->ColumnsCount; n++)@@ -3565,6 +3639,7 @@     {         ImGuiTableColumn* column = &table->Columns[n];         const char* name = TableGetColumnName(table, n);+        char buf[512];         ImFormatString(buf, IM_ARRAYSIZE(buf),             "Column %d order %d '%s': offset %+.2f to %+.2f%s\n"             "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n"@@ -3853,6 +3928,7 @@     columns->Count = columns_count;     columns->Flags = flags;     window->DC.CurrentColumns = columns;+    window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX();      columns->HostCursorPosY = window->DC.CursorPos.y;     columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x;@@ -3912,6 +3988,7 @@     window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);     window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);     window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding;+    window->WorkRect.Max.y = window->ContentRegionRect.Max.y; }  void ImGui::NextColumn()@@ -3954,6 +4031,7 @@     {         // New row/line: column 0 honor IndentX.         window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);+        window->DC.IsSameLine = false;         columns->LineMinY = columns->LineMaxY;     }     window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);@@ -4005,8 +4083,7 @@             const ImGuiID column_id = columns->ID + ImGuiID(n);             const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH;             const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2));-            KeepAliveID(column_id);-            if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test+            if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))                 continue;              bool hovered = false, held = false;@@ -4043,6 +4120,7 @@     window->DC.CurrentColumns = NULL;     window->DC.ColumnsOffset.x = 0.0f;     window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);+    NavUpdateCurrentWindowIsScrollPushableX(); }  void ImGui::Columns(int columns_count, const char* id, bool border)
imgui/imgui_widgets.cpp view
@@ -1,8362 +1,8625 @@-// dear imgui, v1.88-// (widgets code)--/*--Index of this file:--// [SECTION] Forward Declarations-// [SECTION] Widgets: Text, etc.-// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)-// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)-// [SECTION] Widgets: ComboBox-// [SECTION] Data Type and Data Formatting Helpers-// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.-// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.-// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.-// [SECTION] Widgets: InputText, InputTextMultiline-// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.-// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.-// [SECTION] Widgets: Selectable-// [SECTION] Widgets: ListBox-// [SECTION] Widgets: PlotLines, PlotHistogram-// [SECTION] Widgets: Value helpers-// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.-// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.-// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.-// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.--*/--#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)-#define _CRT_SECURE_NO_WARNINGS-#endif--#include "imgui.h"-#ifndef IMGUI_DISABLE--#ifndef IMGUI_DEFINE_MATH_OPERATORS-#define IMGUI_DEFINE_MATH_OPERATORS-#endif-#include "imgui_internal.h"--// System includes-#include <ctype.h>      // toupper-#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier-#include <stddef.h>     // intptr_t-#else-#include <stdint.h>     // intptr_t-#endif--//--------------------------------------------------------------------------// Warnings-//---------------------------------------------------------------------------// Visual Studio warnings-#ifdef _MSC_VER-#pragma warning (disable: 4127)     // condition expression is constant-#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen-#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-#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).-#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).-#endif--// Clang/GCC warnings with -Weverything-#if defined(__clang__)-#if __has_warning("-Wunknown-warning-option")-#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!-#endif-#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'-#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.-#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.-#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.-#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness-#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0-#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.-#pragma clang diagnostic ignored "-Wenum-enum-conversion"           // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')-#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated-#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision-#elif defined(__GNUC__)-#pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind-#pragma GCC diagnostic ignored "-Wformat-nonliteral"                // warning: format not a string literal, format string not checked-#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-#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion"  // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated-#endif--//--------------------------------------------------------------------------// Data-//---------------------------------------------------------------------------// Widgets-static const float          DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f;    // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior.-static const float          DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f;    // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags.--// Those MIN/MAX values are not define because we need to point to them-static const signed char    IM_S8_MIN  = -128;-static const signed char    IM_S8_MAX  = 127;-static const unsigned char  IM_U8_MIN  = 0;-static const unsigned char  IM_U8_MAX  = 0xFF;-static const signed short   IM_S16_MIN = -32768;-static const signed short   IM_S16_MAX = 32767;-static const unsigned short IM_U16_MIN = 0;-static const unsigned short IM_U16_MAX = 0xFFFF;-static const ImS32          IM_S32_MIN = INT_MIN;    // (-2147483647 - 1), (0x80000000);-static const ImS32          IM_S32_MAX = INT_MAX;    // (2147483647), (0x7FFFFFFF)-static const ImU32          IM_U32_MIN = 0;-static const ImU32          IM_U32_MAX = UINT_MAX;   // (0xFFFFFFFF)-#ifdef LLONG_MIN-static const ImS64          IM_S64_MIN = LLONG_MIN;  // (-9223372036854775807ll - 1ll);-static const ImS64          IM_S64_MAX = LLONG_MAX;  // (9223372036854775807ll);-#else-static const ImS64          IM_S64_MIN = -9223372036854775807LL - 1;-static const ImS64          IM_S64_MAX = 9223372036854775807LL;-#endif-static const ImU64          IM_U64_MIN = 0;-#ifdef ULLONG_MAX-static const ImU64          IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);-#else-static const ImU64          IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);-#endif--//--------------------------------------------------------------------------// [SECTION] Forward Declarations-//---------------------------------------------------------------------------// For InputTextEx()-static bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source);-static int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);-static ImVec2           InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);--//--------------------------------------------------------------------------// [SECTION] Widgets: Text, etc.-//--------------------------------------------------------------------------// - TextEx() [Internal]-// - TextUnformatted()-// - Text()-// - TextV()-// - TextColored()-// - TextColoredV()-// - TextDisabled()-// - TextDisabledV()-// - TextWrapped()-// - TextWrappedV()-// - LabelText()-// - LabelTextV()-// - BulletText()-// - BulletTextV()-//---------------------------------------------------------------------------void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;-    ImGuiContext& g = *GImGui;--    // Accept null ranges-    if (text == text_end)-        text = text_end = "";--    // Calculate length-    const char* text_begin = text;-    if (text_end == NULL)-        text_end = text + strlen(text); // FIXME-OPT--    const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);-    const float wrap_pos_x = window->DC.TextWrapPos;-    const bool wrap_enabled = (wrap_pos_x >= 0.0f);-    if (text_end - text <= 2000 || wrap_enabled)-    {-        // Common case-        const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;-        const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);--        ImRect bb(text_pos, text_pos + text_size);-        ItemSize(text_size, 0.0f);-        if (!ItemAdd(bb, 0))-            return;--        // Render (we don't hide text after ## in this end-user function)-        RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);-    }-    else-    {-        // Long text!-        // Perform manual coarse clipping to optimize for long multi-line text-        // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.-        // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.-        // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.-        const char* line = text;-        const float line_height = GetTextLineHeight();-        ImVec2 text_size(0, 0);--        // Lines to skip (can't skip when logging text)-        ImVec2 pos = text_pos;-        if (!g.LogEnabled)-        {-            int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height);-            if (lines_skippable > 0)-            {-                int lines_skipped = 0;-                while (line < text_end && lines_skipped < lines_skippable)-                {-                    const char* line_end = (const char*)memchr(line, '\n', text_end - line);-                    if (!line_end)-                        line_end = text_end;-                    if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)-                        text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);-                    line = line_end + 1;-                    lines_skipped++;-                }-                pos.y += lines_skipped * line_height;-            }-        }--        // Lines to render-        if (line < text_end)-        {-            ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));-            while (line < text_end)-            {-                if (IsClippedEx(line_rect, 0))-                    break;--                const char* line_end = (const char*)memchr(line, '\n', text_end - line);-                if (!line_end)-                    line_end = text_end;-                text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);-                RenderText(pos, line, line_end, false);-                line = line_end + 1;-                line_rect.Min.y += line_height;-                line_rect.Max.y += line_height;-                pos.y += line_height;-            }--            // Count remaining lines-            int lines_skipped = 0;-            while (line < text_end)-            {-                const char* line_end = (const char*)memchr(line, '\n', text_end - line);-                if (!line_end)-                    line_end = text_end;-                if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)-                    text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);-                line = line_end + 1;-                lines_skipped++;-            }-            pos.y += lines_skipped * line_height;-        }-        text_size.y = (pos - text_pos).y;--        ImRect bb(text_pos, text_pos + text_size);-        ItemSize(text_size, 0.0f);-        ItemAdd(bb, 0);-    }-}--void ImGui::TextUnformatted(const char* text, const char* text_end)-{-    TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);-}--void ImGui::Text(const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    TextV(fmt, args);-    va_end(args);-}--void ImGui::TextV(const char* fmt, va_list args)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;--    // FIXME-OPT: Handle the %s shortcut?-    const char* text, *text_end;-    ImFormatStringToTempBufferV(&text, &text_end, fmt, args);-    TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);-}--void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    TextColoredV(col, fmt, args);-    va_end(args);-}--void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)-{-    PushStyleColor(ImGuiCol_Text, col);-    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)-        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting-    else-        TextV(fmt, args);-    PopStyleColor();-}--void ImGui::TextDisabled(const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    TextDisabledV(fmt, args);-    va_end(args);-}--void ImGui::TextDisabledV(const char* fmt, va_list args)-{-    ImGuiContext& g = *GImGui;-    PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);-    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)-        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting-    else-        TextV(fmt, args);-    PopStyleColor();-}--void ImGui::TextWrapped(const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    TextWrappedV(fmt, args);-    va_end(args);-}--void ImGui::TextWrappedV(const char* fmt, va_list args)-{-    ImGuiContext& g = *GImGui;-    bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f);  // Keep existing wrap position if one is already set-    if (need_backup)-        PushTextWrapPos(0.0f);-    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)-        TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting-    else-        TextV(fmt, args);-    if (need_backup)-        PopTextWrapPos();-}--void ImGui::LabelText(const char* label, const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    LabelTextV(label, fmt, args);-    va_end(args);-}--// Add a label+text combo aligned to other label+value widgets-void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const float w = CalcItemWidth();--    const char* value_text_begin, *value_text_end;-    ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args);-    const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);-    const ImVec2 label_size = CalcTextSize(label, NULL, true);--    const ImVec2 pos = window->DC.CursorPos;-    const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2));-    const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2));-    ItemSize(total_bb, style.FramePadding.y);-    if (!ItemAdd(total_bb, 0))-        return;--    // Render-    RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f));-    if (label_size.x > 0.0f)-        RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);-}--void ImGui::BulletText(const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    BulletTextV(fmt, args);-    va_end(args);-}--// Text with a little bullet aligned to the typical tree node.-void ImGui::BulletTextV(const char* fmt, va_list args)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;--    const char* text_begin, *text_end;-    ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args);-    const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);-    const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y);  // Empty text doesn't add padding-    ImVec2 pos = window->DC.CursorPos;-    pos.y += window->DC.CurrLineTextBaseOffset;-    ItemSize(total_size, 0.0f);-    const ImRect bb(pos, pos + total_size);-    if (!ItemAdd(bb, 0))-        return;--    // Render-    ImU32 text_col = GetColorU32(ImGuiCol_Text);-    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col);-    RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);-}--//--------------------------------------------------------------------------// [SECTION] Widgets: Main-//--------------------------------------------------------------------------// - ButtonBehavior() [Internal]-// - Button()-// - SmallButton()-// - InvisibleButton()-// - ArrowButton()-// - CloseButton() [Internal]-// - CollapseButton() [Internal]-// - GetWindowScrollbarID() [Internal]-// - GetWindowScrollbarRect() [Internal]-// - Scrollbar() [Internal]-// - ScrollbarEx() [Internal]-// - Image()-// - ImageButton()-// - Checkbox()-// - CheckboxFlagsT() [Internal]-// - CheckboxFlags()-// - RadioButton()-// - ProgressBar()-// - Bullet()-//---------------------------------------------------------------------------// The ButtonBehavior() function is key to many interactions and used by many/most widgets.-// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_),-// this code is a little complex.-// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior.-// See the series of events below and the corresponding state reported by dear imgui:-//-------------------------------------------------------------------------------------------------------------------------------------------------// with PressedOnClickRelease:             return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()-//   Frame N+0 (mouse is outside bb)        -             -                -               -                  -                    --//   Frame N+1 (mouse moves inside bb)      -             true             -               -                  -                    --//   Frame N+2 (mouse button is down)       -             true             true            true               -                    true-//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    --//   Frame N+4 (mouse moves outside bb)     -             -                true            -                  -                    --//   Frame N+5 (mouse moves inside bb)      -             true             true            -                  -                    --//   Frame N+6 (mouse button is released)   true          true             -               -                  true                 --//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    --//   Frame N+8 (mouse moves outside bb)     -             -                -               -                  -                    --//-------------------------------------------------------------------------------------------------------------------------------------------------// with PressedOnClick:                    return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()-//   Frame N+2 (mouse button is down)       true          true             true            true               -                    true-//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    --//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 --//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    --//-------------------------------------------------------------------------------------------------------------------------------------------------// with PressedOnRelease:                  return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()-//   Frame N+2 (mouse button is down)       -             true             -               -                  -                    true-//   Frame N+3 (mouse button is down)       -             true             -               -                  -                    --//   Frame N+6 (mouse button is released)   true          true             -               -                  -                    --//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    --//-------------------------------------------------------------------------------------------------------------------------------------------------// with PressedOnDoubleClick:              return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()-//   Frame N+0 (mouse button is down)       -             true             -               -                  -                    true-//   Frame N+1 (mouse button is down)       -             true             -               -                  -                    --//   Frame N+2 (mouse button is released)   -             true             -               -                  -                    --//   Frame N+3 (mouse button is released)   -             true             -               -                  -                    --//   Frame N+4 (mouse button is down)       true          true             true            true               -                    true-//   Frame N+5 (mouse button is down)       -             true             true            -                  -                    --//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 --//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    --//-------------------------------------------------------------------------------------------------------------------------------------------------// Note that some combinations are supported,-// - PressedOnDragDropHold can generally be associated with any flag.-// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.-//-------------------------------------------------------------------------------------------------------------------------------------------------// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set:-//                                         Repeat+                  Repeat+           Repeat+             Repeat+-//                                         PressedOnClickRelease    PressedOnClick    PressedOnRelease    PressedOnDoubleClick-//--------------------------------------------------------------------------------------------------------------------------------------------------//   Frame N+0 (mouse button is down)       -                        true              -                   true-//   ...                                    -                        -                 -                   --//   Frame N + RepeatDelay                  true                     true              -                   true-//   ...                                    -                        -                 -                   --//   Frame N + RepeatDelay + RepeatRate*N   true                     true              -                   true-//---------------------------------------------------------------------------------------------------------------------------------------------------bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();--    // Default only reacts to left mouse button-    if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)-        flags |= ImGuiButtonFlags_MouseButtonDefault_;--    // Default behavior requires click + release inside bounding box-    if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)-        flags |= ImGuiButtonFlags_PressedOnDefault_;--    ImGuiWindow* backup_hovered_window = g.HoveredWindow;-    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;-    if (flatten_hovered_children)-        g.HoveredWindow = window;--#ifdef IMGUI_ENABLE_TEST_ENGINE-    if (id != 0 && g.LastItemData.ID != id)-        IMGUI_TEST_ENGINE_ITEM_ADD(bb, id);-#endif--    bool pressed = false;-    bool hovered = ItemHoverable(bb, id);--    // Drag source doesn't report as hovered-    if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))-        hovered = false;--    // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button-    if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))-        if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))-        {-            hovered = true;-            SetHoveredID(id);-            if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER)-            {-                pressed = true;-                g.DragDropHoldJustPressedId = id;-                FocusWindow(window);-            }-        }--    if (flatten_hovered_children)-        g.HoveredWindow = backup_hovered_window;--    // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.-    if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))-        hovered = false;--    // Mouse handling-    if (hovered)-    {-        if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))-        {-            // Poll buttons-            int mouse_button_clicked = -1;-            if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0])         { mouse_button_clicked = 0; }-            else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1])   { mouse_button_clicked = 1; }-            else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2])  { mouse_button_clicked = 2; }--            if (mouse_button_clicked != -1 && g.ActiveId != id)-            {-                if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))-                {-                    SetActiveID(id, window);-                    g.ActiveIdMouseButton = mouse_button_clicked;-                    if (!(flags & ImGuiButtonFlags_NoNavFocus))-                        SetFocusID(id, window);-                    FocusWindow(window);-                }-                if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2))-                {-                    pressed = true;-                    if (flags & ImGuiButtonFlags_NoHoldingActiveId)-                        ClearActiveID();-                    else-                        SetActiveID(id, window); // Hold on ID-                    if (!(flags & ImGuiButtonFlags_NoNavFocus))-                        SetFocusID(id, window);-                    g.ActiveIdMouseButton = mouse_button_clicked;-                    FocusWindow(window);-                }-            }-            if (flags & ImGuiButtonFlags_PressedOnRelease)-            {-                int mouse_button_released = -1;-                if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0])        { mouse_button_released = 0; }-                else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1])  { mouse_button_released = 1; }-                else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; }-                if (mouse_button_released != -1)-                {-                    const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior-                    if (!has_repeated_at_least_once)-                        pressed = true;-                    if (!(flags & ImGuiButtonFlags_NoNavFocus))-                        SetFocusID(id, window);-                    ClearActiveID();-                }-            }--            // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).-            // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.-            if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat))-                if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true))-                    pressed = true;-        }--        if (pressed)-            g.NavDisableHighlight = true;-    }--    // Gamepad/Keyboard navigation-    // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.-    if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))-        if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))-            hovered = true;-    if (g.NavActivateDownId == id)-    {-        bool nav_activated_by_code = (g.NavActivateId == id);-        bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiNavReadMode_Repeat : ImGuiNavReadMode_Pressed);-        if (nav_activated_by_code || nav_activated_by_inputs)-        {-            // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.-            pressed = true;-            SetActiveID(id, window);-            g.ActiveIdSource = ImGuiInputSource_Nav;-            if (!(flags & ImGuiButtonFlags_NoNavFocus))-                SetFocusID(id, window);-        }-    }--    // Process while held-    bool held = false;-    if (g.ActiveId == id)-    {-        if (g.ActiveIdSource == ImGuiInputSource_Mouse)-        {-            if (g.ActiveIdIsJustActivated)-                g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;--            const int mouse_button = g.ActiveIdMouseButton;-            IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);-            if (g.IO.MouseDown[mouse_button])-            {-                held = true;-            }-            else-            {-                bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;-                bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;-                if ((release_in || release_anywhere) && !g.DragDropActive)-                {-                    // Report as pressed when releasing the mouse (this is the most common path)-                    bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2;-                    bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>-                    if (!is_double_click_release && !is_repeating_already)-                        pressed = true;-                }-                ClearActiveID();-            }-            if (!(flags & ImGuiButtonFlags_NoNavFocus))-                g.NavDisableHighlight = true;-        }-        else if (g.ActiveIdSource == ImGuiInputSource_Nav)-        {-            // When activated using Nav, we hold on the ActiveID until activation button is released-            if (g.NavActivateDownId != id)-                ClearActiveID();-        }-        if (pressed)-            g.ActiveIdHasBeenPressedBefore = true;-    }--    if (out_hovered) *out_hovered = hovered;-    if (out_held) *out_held = held;--    return pressed;-}--bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const ImGuiID id = window->GetID(label);-    const ImVec2 label_size = CalcTextSize(label, NULL, true);--    ImVec2 pos = window->DC.CursorPos;-    if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)-        pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y;-    ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);--    const ImRect bb(pos, pos + size);-    ItemSize(size, style.FramePadding.y);-    if (!ItemAdd(bb, id))-        return false;--    if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat)-        flags |= ImGuiButtonFlags_Repeat;--    bool hovered, held;-    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);--    // Render-    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);-    RenderNavHighlight(bb, id);-    RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);--    if (g.LogEnabled)-        LogSetNextTextDecoration("[", "]");-    RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);--    // Automatically close popups-    //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))-    //    CloseCurrentPopup();--    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);-    return pressed;-}--bool ImGui::Button(const char* label, const ImVec2& size_arg)-{-    return ButtonEx(label, size_arg, ImGuiButtonFlags_None);-}--// Small buttons fits within text without additional vertical spacing.-bool ImGui::SmallButton(const char* label)-{-    ImGuiContext& g = *GImGui;-    float backup_padding_y = g.Style.FramePadding.y;-    g.Style.FramePadding.y = 0.0f;-    bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);-    g.Style.FramePadding.y = backup_padding_y;-    return pressed;-}--// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.-// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)-bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.-    IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);--    const ImGuiID id = window->GetID(str_id);-    ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);-    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);-    ItemSize(size);-    if (!ItemAdd(bb, id))-        return false;--    bool hovered, held;-    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);--    IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);-    return pressed;-}--bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    const ImGuiID id = window->GetID(str_id);-    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);-    const float default_size = GetFrameHeight();-    ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f);-    if (!ItemAdd(bb, id))-        return false;--    if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat)-        flags |= ImGuiButtonFlags_Repeat;--    bool hovered, held;-    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);--    // Render-    const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);-    const ImU32 text_col = GetColorU32(ImGuiCol_Text);-    RenderNavHighlight(bb, id);-    RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);-    RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);--    IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);-    return pressed;-}--bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)-{-    float sz = GetFrameHeight();-    return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None);-}--// Button to close a window-bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)-    // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?-    const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);-    ImRect bb_interact = bb;-    const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();-    if (area_to_visible_ratio < 1.5f)-        bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f));--    // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.-    // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible).-    bool is_clipped = !ItemAdd(bb_interact, id);--    bool hovered, held;-    bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);-    if (is_clipped)-        return pressed;--    // Render-    // FIXME: Clarify this mess-    ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);-    ImVec2 center = bb.GetCenter();-    if (hovered)-        window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12);--    float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;-    ImU32 cross_col = GetColorU32(ImGuiCol_Text);-    center -= ImVec2(0.5f, 0.5f);-    window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);-    window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);--    return pressed;-}--bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f);-    ItemAdd(bb, id);-    bool hovered, held;-    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);--    // Render-    ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);-    ImU32 text_col = GetColorU32(ImGuiCol_Text);-    if (hovered || held)-        window->DrawList->AddCircleFilled(bb.GetCenter()/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12);-    RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);--    // Switch to moving the window after mouse is moved beyond the initial drag threshold-    if (IsItemActive() && IsMouseDragging(0))-        StartMouseMovingWindow(window);--    return pressed;-}--ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis)-{-    return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");-}--// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.-ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis)-{-    const ImRect outer_rect = window->Rect();-    const ImRect inner_rect = window->InnerRect;-    const float border_size = window->WindowBorderSize;-    const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)-    IM_ASSERT(scrollbar_size > 0.0f);-    if (axis == ImGuiAxis_X)-        return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y);-    else-        return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y);-}--void ImGui::Scrollbar(ImGuiAxis axis)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    const ImGuiID id = GetWindowScrollbarID(window, axis);--    // Calculate scrollbar bounding box-    ImRect bb = GetWindowScrollbarRect(window, axis);-    ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone;-    if (axis == ImGuiAxis_X)-    {-        rounding_corners |= ImDrawFlags_RoundCornersBottomLeft;-        if (!window->ScrollbarY)-            rounding_corners |= ImDrawFlags_RoundCornersBottomRight;-    }-    else-    {-        if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))-            rounding_corners |= ImDrawFlags_RoundCornersTopRight;-        if (!window->ScrollbarX)-            rounding_corners |= ImDrawFlags_RoundCornersBottomRight;-    }-    float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];-    float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;-    ImS64 scroll = (ImS64)window->Scroll[axis];-    ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners);-    window->Scroll[axis] = (float)scroll;-}--// Vertical/Horizontal scrollbar-// The entire piece of code below is rather confusing because:-// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)-// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar-// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.-// Still, the code should probably be made simpler..-bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return false;--    KeepAliveID(id);--    const float bb_frame_width = bb_frame.GetWidth();-    const float bb_frame_height = bb_frame.GetHeight();-    if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)-        return false;--    // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)-    float alpha = 1.0f;-    if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)-        alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));-    if (alpha <= 0.0f)-        return false;--    const ImGuiStyle& style = g.Style;-    const bool allow_interaction = (alpha >= 1.0f);--    ImRect bb = bb_frame;-    bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));--    // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)-    const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();--    // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)-    // But we maintain a minimum size in pixel to allow for the user to still aim inside.-    IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.-    const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1);-    const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);-    const float grab_h_norm = grab_h_pixels / scrollbar_size_v;--    // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().-    bool held = false;-    bool hovered = false;-    ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);--    const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v);-    float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);-    float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space-    if (held && allow_interaction && grab_h_norm < 1.0f)-    {-        const float scrollbar_pos_v = bb.Min[axis];-        const float mouse_pos_v = g.IO.MousePos[axis];--        // Click position in scrollbar normalized space (0.0f->1.0f)-        const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);-        SetHoveredID(id);--        bool seek_absolute = false;-        if (g.ActiveIdIsJustActivated)-        {-            // On initial click calculate the distance between mouse and the center of the grab-            seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm);-            if (seek_absolute)-                g.ScrollbarClickDeltaToGrabCenter = 0.0f;-            else-                g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;-        }--        // Apply scroll (p_scroll_v will generally point on one member of window->Scroll)-        // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position-        const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));-        *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);--        // Update values for rendering-        scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);-        grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;--        // Update distance to grab now that we have seeked and saturated-        if (seek_absolute)-            g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;-    }--    // Render-    const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);-    const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);-    window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags);-    ImRect grab_rect;-    if (axis == ImGuiAxis_X)-        grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);-    else-        grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);-    window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);--    return held;-}--void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;--    ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);-    if (border_col.w > 0.0f)-        bb.Max += ImVec2(2, 2);-    ItemSize(bb);-    if (!ItemAdd(bb, 0))-        return;--    if (border_col.w > 0.0f)-    {-        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);-        window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col));-    }-    else-    {-        window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));-    }-}--// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)-// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.-bool ImGui::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)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2);-    ItemSize(bb);-    if (!ItemAdd(bb, id))-        return false;--    bool hovered, held;-    bool pressed = ButtonBehavior(bb, id, &hovered, &held);--    // Render-    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);-    RenderNavHighlight(bb, id);-    RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));-    if (bg_col.w > 0.0f)-        window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));-    window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));--    return pressed;-}--// frame_padding < 0: uses FramePadding from style (default)-// frame_padding = 0: no framing-// frame_padding > 0: set framing size-bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return false;--    // Default to using texture ID as ID. User can still push string/integer prefixes.-    PushID((void*)(intptr_t)user_texture_id);-    const ImGuiID id = window->GetID("#image");-    PopID();--    const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding;-    return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col);-}--bool ImGui::Checkbox(const char* label, bool* v)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const ImGuiID id = window->GetID(label);-    const ImVec2 label_size = CalcTextSize(label, NULL, true);--    const float square_sz = GetFrameHeight();-    const ImVec2 pos = window->DC.CursorPos;-    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));-    ItemSize(total_bb, style.FramePadding.y);-    if (!ItemAdd(total_bb, id))-    {-        IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));-        return false;-    }--    bool hovered, held;-    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);-    if (pressed)-    {-        *v = !(*v);-        MarkItemEdited(id);-    }--    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));-    RenderNavHighlight(total_bb, id);-    RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);-    ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);-    bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0;-    if (mixed_value)-    {-        // Undocumented tristate/mixed/indeterminate checkbox (#2644)-        // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox)-        ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)));-        window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);-    }-    else if (*v)-    {-        const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));-        RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);-    }--    ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);-    if (g.LogEnabled)-        LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]");-    if (label_size.x > 0.0f)-        RenderText(label_pos, label);--    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));-    return pressed;-}--template<typename T>-bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value)-{-    bool all_on = (*flags & flags_value) == flags_value;-    bool any_on = (*flags & flags_value) != 0;-    bool pressed;-    if (!all_on && any_on)-    {-        ImGuiContext& g = *GImGui;-        ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;-        g.CurrentItemFlags |= ImGuiItemFlags_MixedValue;-        pressed = Checkbox(label, &all_on);-        g.CurrentItemFlags = backup_item_flags;-    }-    else-    {-        pressed = Checkbox(label, &all_on);--    }-    if (pressed)-    {-        if (all_on)-            *flags |= flags_value;-        else-            *flags &= ~flags_value;-    }-    return pressed;-}--bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value)-{-    return CheckboxFlagsT(label, flags, flags_value);-}--bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)-{-    return CheckboxFlagsT(label, flags, flags_value);-}--bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value)-{-    return CheckboxFlagsT(label, flags, flags_value);-}--bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value)-{-    return CheckboxFlagsT(label, flags, flags_value);-}--bool ImGui::RadioButton(const char* label, bool active)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const ImGuiID id = window->GetID(label);-    const ImVec2 label_size = CalcTextSize(label, NULL, true);--    const float square_sz = GetFrameHeight();-    const ImVec2 pos = window->DC.CursorPos;-    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));-    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));-    ItemSize(total_bb, style.FramePadding.y);-    if (!ItemAdd(total_bb, id))-        return false;--    ImVec2 center = check_bb.GetCenter();-    center.x = IM_ROUND(center.x);-    center.y = IM_ROUND(center.y);-    const float radius = (square_sz - 1.0f) * 0.5f;--    bool hovered, held;-    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);-    if (pressed)-        MarkItemEdited(id);--    RenderNavHighlight(total_bb, id);-    window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);-    if (active)-    {-        const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));-        window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16);-    }--    if (style.FrameBorderSize > 0.0f)-    {-        window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);-        window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);-    }--    ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);-    if (g.LogEnabled)-        LogRenderedText(&label_pos, active ? "(x)" : "( )");-    if (label_size.x > 0.0f)-        RenderText(label_pos, label);--    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);-    return pressed;-}--// FIXME: This would work nicely if it was a public template, e.g. 'template<T> RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it..-bool ImGui::RadioButton(const char* label, int* v, int v_button)-{-    const bool pressed = RadioButton(label, *v == v_button);-    if (pressed)-        *v = v_button;-    return pressed;-}--// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size-void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;--    ImVec2 pos = window->DC.CursorPos;-    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f);-    ImRect bb(pos, pos + size);-    ItemSize(size, style.FramePadding.y);-    if (!ItemAdd(bb, 0))-        return;--    // Render-    fraction = ImSaturate(fraction);-    RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);-    bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));-    const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);-    RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);--    // Default displaying the fraction as percentage string, but user can override it-    char overlay_buf[32];-    if (!overlay)-    {-        ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);-        overlay = overlay_buf;-    }--    ImVec2 overlay_size = CalcTextSize(overlay, NULL);-    if (overlay_size.x > 0.0f)-        RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);-}--void ImGui::Bullet()-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize);-    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));-    ItemSize(bb);-    if (!ItemAdd(bb, 0))-    {-        SameLine(0, style.FramePadding.x * 2);-        return;-    }--    // Render and stay on same line-    ImU32 text_col = GetColorU32(ImGuiCol_Text);-    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col);-    SameLine(0, style.FramePadding.x * 2.0f);-}--//--------------------------------------------------------------------------// [SECTION] Widgets: Low-level Layout helpers-//--------------------------------------------------------------------------// - Spacing()-// - Dummy()-// - NewLine()-// - AlignTextToFramePadding()-// - SeparatorEx() [Internal]-// - Separator()-// - SplitterBehavior() [Internal]-// - ShrinkWidths() [Internal]-//---------------------------------------------------------------------------void ImGui::Spacing()-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;-    ItemSize(ImVec2(0, 0));-}--void ImGui::Dummy(const ImVec2& size)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;--    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);-    ItemSize(size);-    ItemAdd(bb, 0);-}--void ImGui::NewLine()-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;--    ImGuiContext& g = *GImGui;-    const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;-    window->DC.LayoutType = ImGuiLayoutType_Vertical;-    window->DC.IsSameLine = false;-    if (window->DC.CurrLineSize.y > 0.0f)     // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.-        ItemSize(ImVec2(0, 0));-    else-        ItemSize(ImVec2(0.0f, g.FontSize));-    window->DC.LayoutType = backup_layout_type;-}--void ImGui::AlignTextToFramePadding()-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;--    ImGuiContext& g = *GImGui;-    window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2);-    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);-}--// Horizontal/vertical separating line-void ImGui::SeparatorEx(ImGuiSeparatorFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;--    ImGuiContext& g = *GImGui;-    IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)));   // Check that only 1 option is selected--    float thickness_draw = 1.0f;-    float thickness_layout = 0.0f;-    if (flags & ImGuiSeparatorFlags_Vertical)-    {-        // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout.-        float y1 = window->DC.CursorPos.y;-        float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y;-        const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2));-        ItemSize(ImVec2(thickness_layout, 0.0f));-        if (!ItemAdd(bb, 0))-            return;--        // Draw-        window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator));-        if (g.LogEnabled)-            LogText(" |");-    }-    else if (flags & ImGuiSeparatorFlags_Horizontal)-    {-        // Horizontal Separator-        float x1 = window->Pos.x;-        float x2 = window->Pos.x + window->Size.x;--        // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator-        if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)-            x1 += window->DC.Indent.x;--        // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want,-        // need to introduce a variant of WorkRect for that purpose. (#4787)-        if (ImGuiTable* table = g.CurrentTable)-        {-            x1 = table->Columns[table->CurrentColumn].MinX;-            x2 = table->Columns[table->CurrentColumn].MaxX;-        }--        ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;-        if (columns)-            PushColumnsBackground();--        // We don't provide our width to the layout so that it doesn't get feed back into AutoFit-        // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)-        const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw));-        ItemSize(ImVec2(0.0f, thickness_layout));-        const bool item_visible = ItemAdd(bb, 0);-        if (item_visible)-        {-            // Draw-            window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator));-            if (g.LogEnabled)-                LogRenderedText(&bb.Min, "--------------------------------\n");--        }-        if (columns)-        {-            PopColumnsBackground();-            columns->LineMinY = window->DC.CursorPos.y;-        }-    }-}--void ImGui::Separator()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return;--    // Those flags should eventually be overridable by the user-    ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;-    flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot.-    SeparatorEx(flags);-}--// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.-bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;-    g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;-    bool item_add = ItemAdd(bb, id);-    g.CurrentItemFlags = item_flags_backup;-    if (!item_add)-        return false;--    bool hovered, held;-    ImRect bb_interact = bb;-    bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));-    ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap);-    if (hovered)-        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb-    if (g.ActiveId != id)-        SetItemAllowOverlap();--    if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))-        SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);--    ImRect bb_render = bb;-    if (held)-    {-        ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min;-        float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x;--        // Minimum pane size-        float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1);-        float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2);-        if (mouse_delta < -size_1_maximum_delta)-            mouse_delta = -size_1_maximum_delta;-        if (mouse_delta > size_2_maximum_delta)-            mouse_delta = size_2_maximum_delta;--        // Apply resize-        if (mouse_delta != 0.0f)-        {-            if (mouse_delta < 0.0f)-                IM_ASSERT(*size1 + mouse_delta >= min_size1);-            if (mouse_delta > 0.0f)-                IM_ASSERT(*size2 - mouse_delta >= min_size2);-            *size1 += mouse_delta;-            *size2 -= mouse_delta;-            bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));-            MarkItemEdited(id);-        }-    }--    // Render-    const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);-    window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);--    return held;-}--static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)-{-    const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs;-    const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs;-    if (int d = (int)(b->Width - a->Width))-        return d;-    return (b->Index - a->Index);-}--// Shrink excess width from a set of item, by removing width from the larger items first.-// Set items Width to -1.0f to disable shrinking this item.-void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)-{-    if (count == 1)-    {-        if (items[0].Width >= 0.0f)-            items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);-        return;-    }-    ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);-    int count_same_width = 1;-    while (width_excess > 0.0f && count_same_width < count)-    {-        while (count_same_width < count && items[0].Width <= items[count_same_width].Width)-            count_same_width++;-        float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);-        if (max_width_to_remove_per_item <= 0.0f)-            break;-        float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);-        for (int item_n = 0; item_n < count_same_width; item_n++)-            items[item_n].Width -= width_to_remove_per_item;-        width_excess -= width_to_remove_per_item * count_same_width;-    }--    // Round width and redistribute remainder-    // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.-    width_excess = 0.0f;-    for (int n = 0; n < count; n++)-    {-        float width_rounded = ImFloor(items[n].Width);-        width_excess += items[n].Width - width_rounded;-        items[n].Width = width_rounded;-    }-    while (width_excess > 0.0f)-        for (int n = 0; n < count; n++)-            if (items[n].Width + 1.0f <= items[n].InitialWidth)-            {-                items[n].Width += 1.0f;-                width_excess -= 1.0f;-            }-}--//--------------------------------------------------------------------------// [SECTION] Widgets: ComboBox-//--------------------------------------------------------------------------// - CalcMaxPopupHeightFromItemCount() [Internal]-// - BeginCombo()-// - BeginComboPopup() [Internal]-// - EndCombo()-// - BeginComboPreview() [Internal]-// - EndComboPreview() [Internal]-// - Combo()-//---------------------------------------------------------------------------static float CalcMaxPopupHeightFromItemCount(int items_count)-{-    ImGuiContext& g = *GImGui;-    if (items_count <= 0)-        return FLT_MAX;-    return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);-}--bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();--    ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags;-    g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values-    if (window->SkipItems)-        return false;--    const ImGuiStyle& style = g.Style;-    const ImGuiID id = window->GetID(label);-    IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together--    const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();-    const ImVec2 label_size = CalcTextSize(label, NULL, true);-    const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();-    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));-    const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));-    ItemSize(total_bb, style.FramePadding.y);-    if (!ItemAdd(total_bb, id, &bb))-        return false;--    // Open on click-    bool hovered, held;-    bool pressed = ButtonBehavior(bb, id, &hovered, &held);-    const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);-    bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);-    if (pressed && !popup_open)-    {-        OpenPopupEx(popup_id, ImGuiPopupFlags_None);-        popup_open = true;-    }--    // Render shape-    const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);-    const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size);-    RenderNavHighlight(bb, id);-    if (!(flags & ImGuiComboFlags_NoPreview))-        window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);-    if (!(flags & ImGuiComboFlags_NoArrowButton))-    {-        ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);-        ImU32 text_col = GetColorU32(ImGuiCol_Text);-        window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);-        if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x)-            RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);-    }-    RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);--    // Custom preview-    if (flags & ImGuiComboFlags_CustomPreview)-    {-        g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y);-        IM_ASSERT(preview_value == NULL || preview_value[0] == 0);-        preview_value = NULL;-    }--    // Render preview and label-    if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))-    {-        if (g.LogEnabled)-            LogSetNextTextDecoration("{", "}");-        RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL);-    }-    if (label_size.x > 0)-        RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label);--    if (!popup_open)-        return false;--    g.NextWindowData.Flags = backup_next_window_data_flags;-    return BeginComboPopup(popup_id, bb, flags);-}--bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags)-{-    ImGuiContext& g = *GImGui;-    if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))-    {-        g.NextWindowData.ClearFlags();-        return false;-    }--    // Set popup size-    float w = bb.GetWidth();-    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)-    {-        g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);-    }-    else-    {-        if ((flags & ImGuiComboFlags_HeightMask_) == 0)-            flags |= ImGuiComboFlags_HeightRegular;-        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one-        int popup_max_height_in_items = -1;-        if (flags & ImGuiComboFlags_HeightRegular)     popup_max_height_in_items = 8;-        else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;-        else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;-        SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));-    }--    // This is essentially a specialized version of BeginPopupEx()-    char name[16];-    ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth--    // Set position given a custom constraint (peak into expected window size so we can position it)-    // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?-    // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?-    if (ImGuiWindow* popup_window = FindWindowByName(name))-        if (popup_window->WasActive)-        {-            // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.-            ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);-            popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)"-            ImRect r_outer = GetPopupAllowedExtentRect(popup_window);-            ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox);-            SetNextWindowPos(pos);-        }--    // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()-    ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;-    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text-    bool ret = Begin(name, NULL, window_flags);-    PopStyleVar();-    if (!ret)-    {-        EndPopup();-        IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above-        return false;-    }-    return true;-}--void ImGui::EndCombo()-{-    EndPopup();-}--// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements-// (Experimental, see GitHub issues: #1658, #4168)-bool ImGui::BeginComboPreview()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;--    if (window->SkipItems || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result-        return false;-    IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag?-    if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional)-        return false;--    // FIXME: This could be contained in a PushWorkRect() api-    preview_data->BackupCursorPos = window->DC.CursorPos;-    preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos;-    preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;-    preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;-    preview_data->BackupLayout = window->DC.LayoutType;-    window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding;-    window->DC.CursorMaxPos = window->DC.CursorPos;-    window->DC.LayoutType = ImGuiLayoutType_Horizontal;-    window->DC.IsSameLine = false;-    PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true);--    return true;-}--void ImGui::EndComboPreview()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;--    // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future-    ImDrawList* draw_list = window->DrawList;-    if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y)-        if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command-        {-            draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect;-            draw_list->_TryMergeDrawCmds();-        }-    PopClipRect();-    window->DC.CursorPos = preview_data->BackupCursorPos;-    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos);-    window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine;-    window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset;-    window->DC.LayoutType = preview_data->BackupLayout;-    window->DC.IsSameLine = false;-    preview_data->PreviewRect = ImRect();-}--// Getter for the old Combo() API: const char*[]-static bool Items_ArrayGetter(void* data, int idx, const char** out_text)-{-    const char* const* items = (const char* const*)data;-    if (out_text)-        *out_text = items[idx];-    return true;-}--// Getter for the old Combo() API: "item1\0item2\0item3\0"-static bool Items_SingleStringGetter(void* data, int idx, const char** out_text)-{-    // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.-    const char* items_separated_by_zeros = (const char*)data;-    int items_count = 0;-    const char* p = items_separated_by_zeros;-    while (*p)-    {-        if (idx == items_count)-            break;-        p += strlen(p) + 1;-        items_count++;-    }-    if (!*p)-        return false;-    if (out_text)-        *out_text = p;-    return true;-}--// Old API, prefer using BeginCombo() nowadays if you can.-bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items)-{-    ImGuiContext& g = *GImGui;--    // Call the getter to obtain the preview string which is a parameter to BeginCombo()-    const char* preview_value = NULL;-    if (*current_item >= 0 && *current_item < items_count)-        items_getter(data, *current_item, &preview_value);--    // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.-    if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))-        SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));--    if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))-        return false;--    // Display items-    // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)-    bool value_changed = false;-    for (int i = 0; i < items_count; i++)-    {-        PushID(i);-        const bool item_selected = (i == *current_item);-        const char* item_text;-        if (!items_getter(data, i, &item_text))-            item_text = "*Unknown item*";-        if (Selectable(item_text, item_selected))-        {-            value_changed = true;-            *current_item = i;-        }-        if (item_selected)-            SetItemDefaultFocus();-        PopID();-    }--    EndCombo();--    if (value_changed)-        MarkItemEdited(g.LastItemData.ID);--    return value_changed;-}--// Combo box helper allowing to pass an array of strings.-bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)-{-    const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);-    return value_changed;-}--// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"-bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)-{-    int items_count = 0;-    const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open-    while (*p)-    {-        p += strlen(p) + 1;-        items_count++;-    }-    bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);-    return value_changed;-}--//--------------------------------------------------------------------------// [SECTION] Data Type and Data Formatting Helpers [Internal]-//--------------------------------------------------------------------------// - PatchFormatStringFloatToInt()-// - DataTypeGetInfo()-// - DataTypeFormatString()-// - DataTypeApplyOp()-// - DataTypeApplyOpFromText()-// - DataTypeClamp()-// - GetMinimumStepAtDecimalPrecision-// - RoundScalarWithFormat<>()-//---------------------------------------------------------------------------static const ImGuiDataTypeInfo GDataTypeInfo[] =-{-    { sizeof(char),             "S8",   "%d",   "%d"    },  // ImGuiDataType_S8-    { sizeof(unsigned char),    "U8",   "%u",   "%u"    },-    { sizeof(short),            "S16",  "%d",   "%d"    },  // ImGuiDataType_S16-    { sizeof(unsigned short),   "U16",  "%u",   "%u"    },-    { sizeof(int),              "S32",  "%d",   "%d"    },  // ImGuiDataType_S32-    { sizeof(unsigned int),     "U32",  "%u",   "%u"    },-#ifdef _MSC_VER-    { sizeof(ImS64),            "S64",  "%I64d","%I64d" },  // ImGuiDataType_S64-    { sizeof(ImU64),            "U64",  "%I64u","%I64u" },-#else-    { sizeof(ImS64),            "S64",  "%lld", "%lld"  },  // ImGuiDataType_S64-    { sizeof(ImU64),            "U64",  "%llu", "%llu"  },-#endif-    { sizeof(float),            "float", "%.3f","%f"    },  // ImGuiDataType_Float (float are promoted to double in va_arg)-    { sizeof(double),           "double","%f",  "%lf"   },  // ImGuiDataType_Double-};-IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);--// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f".-// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls.-// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?!-static const char* PatchFormatStringFloatToInt(const char* fmt)-{-    if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case.-        return "%d";-    const char* fmt_start = ImParseFormatFindStart(fmt);    // Find % (if any, and ignore %%)-    const char* fmt_end = ImParseFormatFindEnd(fmt_start);  // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user).-    if (fmt_end > fmt_start && fmt_end[-1] == 'f')-    {-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS-        if (fmt_start == fmt && fmt_end[0] == 0)-            return "%d";-        const char* tmp_format;-        ImFormatStringToTempBuffer(&tmp_format, NULL, "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision.-        return tmp_format;-#else-        IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d"-#endif-    }-    return fmt;-}--const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type)-{-    IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);-    return &GDataTypeInfo[data_type];-}--int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format)-{-    // Signedness doesn't matter when pushing integer arguments-    if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32)-        return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data);-    if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)-        return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data);-    if (data_type == ImGuiDataType_Float)-        return ImFormatString(buf, buf_size, format, *(const float*)p_data);-    if (data_type == ImGuiDataType_Double)-        return ImFormatString(buf, buf_size, format, *(const double*)p_data);-    if (data_type == ImGuiDataType_S8)-        return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data);-    if (data_type == ImGuiDataType_U8)-        return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data);-    if (data_type == ImGuiDataType_S16)-        return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data);-    if (data_type == ImGuiDataType_U16)-        return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data);-    IM_ASSERT(0);-    return 0;-}--void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2)-{-    IM_ASSERT(op == '+' || op == '-');-    switch (data_type)-    {-        case ImGuiDataType_S8:-            if (op == '+') { *(ImS8*)output  = ImAddClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }-            if (op == '-') { *(ImS8*)output  = ImSubClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }-            return;-        case ImGuiDataType_U8:-            if (op == '+') { *(ImU8*)output  = ImAddClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }-            if (op == '-') { *(ImU8*)output  = ImSubClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }-            return;-        case ImGuiDataType_S16:-            if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }-            if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }-            return;-        case ImGuiDataType_U16:-            if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }-            if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }-            return;-        case ImGuiDataType_S32:-            if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }-            if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }-            return;-        case ImGuiDataType_U32:-            if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }-            if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }-            return;-        case ImGuiDataType_S64:-            if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }-            if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }-            return;-        case ImGuiDataType_U64:-            if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }-            if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }-            return;-        case ImGuiDataType_Float:-            if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; }-            if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; }-            return;-        case ImGuiDataType_Double:-            if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; }-            if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; }-            return;-        case ImGuiDataType_COUNT: break;-    }-    IM_ASSERT(0);-}--// User can input math operators (e.g. +100) to edit a numerical values.-// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..-bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format)-{-    while (ImCharIsBlankA(*buf))-        buf++;-    if (!buf[0])-        return false;--    // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.-    const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);-    ImGuiDataTypeTempStorage data_backup;-    memcpy(&data_backup, p_data, type_info->Size);--    // Sanitize format-    // For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf-    char format_sanitized[32];-    if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)-        format = type_info->ScanFmt;-    else-        format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized));--    // Small types need a 32-bit buffer to receive the result from scanf()-    int v32 = 0;-    if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1)-        return false;-    if (type_info->Size < 4)-    {-        if (data_type == ImGuiDataType_S8)-            *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);-        else if (data_type == ImGuiDataType_U8)-            *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);-        else if (data_type == ImGuiDataType_S16)-            *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);-        else if (data_type == ImGuiDataType_U16)-            *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);-        else-            IM_ASSERT(0);-    }--    return memcmp(&data_backup, p_data, type_info->Size) != 0;-}--template<typename T>-static int DataTypeCompareT(const T* lhs, const T* rhs)-{-    if (*lhs < *rhs) return -1;-    if (*lhs > *rhs) return +1;-    return 0;-}--int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2)-{-    switch (data_type)-    {-    case ImGuiDataType_S8:     return DataTypeCompareT<ImS8  >((const ImS8*  )arg_1, (const ImS8*  )arg_2);-    case ImGuiDataType_U8:     return DataTypeCompareT<ImU8  >((const ImU8*  )arg_1, (const ImU8*  )arg_2);-    case ImGuiDataType_S16:    return DataTypeCompareT<ImS16 >((const ImS16* )arg_1, (const ImS16* )arg_2);-    case ImGuiDataType_U16:    return DataTypeCompareT<ImU16 >((const ImU16* )arg_1, (const ImU16* )arg_2);-    case ImGuiDataType_S32:    return DataTypeCompareT<ImS32 >((const ImS32* )arg_1, (const ImS32* )arg_2);-    case ImGuiDataType_U32:    return DataTypeCompareT<ImU32 >((const ImU32* )arg_1, (const ImU32* )arg_2);-    case ImGuiDataType_S64:    return DataTypeCompareT<ImS64 >((const ImS64* )arg_1, (const ImS64* )arg_2);-    case ImGuiDataType_U64:    return DataTypeCompareT<ImU64 >((const ImU64* )arg_1, (const ImU64* )arg_2);-    case ImGuiDataType_Float:  return DataTypeCompareT<float >((const float* )arg_1, (const float* )arg_2);-    case ImGuiDataType_Double: return DataTypeCompareT<double>((const double*)arg_1, (const double*)arg_2);-    case ImGuiDataType_COUNT:  break;-    }-    IM_ASSERT(0);-    return 0;-}--template<typename T>-static bool DataTypeClampT(T* v, const T* v_min, const T* v_max)-{-    // Clamp, both sides are optional, return true if modified-    if (v_min && *v < *v_min) { *v = *v_min; return true; }-    if (v_max && *v > *v_max) { *v = *v_max; return true; }-    return false;-}--bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)-{-    switch (data_type)-    {-    case ImGuiDataType_S8:     return DataTypeClampT<ImS8  >((ImS8*  )p_data, (const ImS8*  )p_min, (const ImS8*  )p_max);-    case ImGuiDataType_U8:     return DataTypeClampT<ImU8  >((ImU8*  )p_data, (const ImU8*  )p_min, (const ImU8*  )p_max);-    case ImGuiDataType_S16:    return DataTypeClampT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max);-    case ImGuiDataType_U16:    return DataTypeClampT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max);-    case ImGuiDataType_S32:    return DataTypeClampT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max);-    case ImGuiDataType_U32:    return DataTypeClampT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max);-    case ImGuiDataType_S64:    return DataTypeClampT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max);-    case ImGuiDataType_U64:    return DataTypeClampT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max);-    case ImGuiDataType_Float:  return DataTypeClampT<float >((float* )p_data, (const float* )p_min, (const float* )p_max);-    case ImGuiDataType_Double: return DataTypeClampT<double>((double*)p_data, (const double*)p_min, (const double*)p_max);-    case ImGuiDataType_COUNT:  break;-    }-    IM_ASSERT(0);-    return false;-}--static float GetMinimumStepAtDecimalPrecision(int decimal_precision)-{-    static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };-    if (decimal_precision < 0)-        return FLT_MIN;-    return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);-}--template<typename TYPE>-TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)-{-    IM_UNUSED(data_type);-    IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);-    const char* fmt_start = ImParseFormatFindStart(format);-    if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string-        return v;--    // Sanitize format-    char fmt_sanitized[32];-    ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));-    fmt_start = fmt_sanitized;--    // Format value with our rounding, and read back-    char v_str[64];-    ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);-    const char* p = v_str;-    while (*p == ' ')-        p++;-    v = (TYPE)ImAtof(p);--    return v;-}--//--------------------------------------------------------------------------// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.-//--------------------------------------------------------------------------// - DragBehaviorT<>() [Internal]-// - DragBehavior() [Internal]-// - DragScalar()-// - DragScalarN()-// - DragFloat()-// - DragFloat2()-// - DragFloat3()-// - DragFloat4()-// - DragFloatRange2()-// - DragInt()-// - DragInt2()-// - DragInt3()-// - DragInt4()-// - DragIntRange2()-//---------------------------------------------------------------------------// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)-template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>-bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags)-{-    ImGuiContext& g = *GImGui;-    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;-    const bool is_clamped = (v_min < v_max);-    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;-    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);--    // Default tweak speed-    if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX))-        v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);--    // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings-    float adjust_delta = 0.0f;-    if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))-    {-        adjust_delta = g.IO.MouseDelta[axis];-        if (g.IO.KeyAlt)-            adjust_delta *= 1.0f / 100.0f;-        if (g.IO.KeyShift)-            adjust_delta *= 10.0f;-    }-    else if (g.ActiveIdSource == ImGuiInputSource_Nav)-    {-        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;-        adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis];-        v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));-    }-    adjust_delta *= v_speed;--    // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter.-    if (axis == ImGuiAxis_Y)-        adjust_delta = -adjust_delta;--    // For logarithmic use our range is effectively 0..1 so scale the delta into that range-    if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0-        adjust_delta /= (float)(v_max - v_min);--    // Clear current value on activation-    // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.-    bool is_just_activated = g.ActiveIdIsJustActivated;-    bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));-    if (is_just_activated || is_already_past_limits_and_pushing_outward)-    {-        g.DragCurrentAccum = 0.0f;-        g.DragCurrentAccumDirty = false;-    }-    else if (adjust_delta != 0.0f)-    {-        g.DragCurrentAccum += adjust_delta;-        g.DragCurrentAccumDirty = true;-    }--    if (!g.DragCurrentAccumDirty)-        return false;--    TYPE v_cur = *v;-    FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;--    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true-    const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense)-    if (is_logarithmic)-    {-        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.-        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;-        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);--        // Convert to parametric space, apply delta, convert back-        float v_old_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);-        float v_new_parametric = v_old_parametric + g.DragCurrentAccum;-        v_cur = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);-        v_old_ref_for_accum_remainder = v_old_parametric;-    }-    else-    {-        v_cur += (SIGNEDTYPE)g.DragCurrentAccum;-    }--    // Round to user desired precision based on format string-    if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))-        v_cur = RoundScalarWithFormatT<TYPE>(format, data_type, v_cur);--    // Preserve remainder after rounding has been applied. This also allow slow tweaking of values.-    g.DragCurrentAccumDirty = false;-    if (is_logarithmic)-    {-        // Convert to parametric space, apply delta, convert back-        float v_new_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);-        g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder);-    }-    else-    {-        g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);-    }--    // Lose zero sign for float/double-    if (v_cur == (TYPE)-0)-        v_cur = (TYPE)0;--    // Clamp values (+ handle overflow/wrap-around for integer types)-    if (*v != v_cur && is_clamped)-    {-        if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))-            v_cur = v_min;-        if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))-            v_cur = v_max;-    }--    // Apply result-    if (*v == v_cur)-        return false;-    *v = v_cur;-    return true;-}--bool ImGui::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)-{-    // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.-    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");--    ImGuiContext& g = *GImGui;-    if (g.ActiveId == id)-    {-        if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])-            ClearActiveID();-        else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)-            ClearActiveID();-    }-    if (g.ActiveId != id)-        return false;-    if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))-        return false;--    switch (data_type)-    {-    case ImGuiDataType_S8:     { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN,  p_max ? *(const ImS8*)p_max  : IM_S8_MAX,  format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }-    case ImGuiDataType_U8:     { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN,  p_max ? *(const ImU8*)p_max  : IM_U8_MAX,  format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }-    case ImGuiDataType_S16:    { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }-    case ImGuiDataType_U16:    { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }-    case ImGuiDataType_S32:    return DragBehaviorT<ImS32, ImS32, float >(data_type, (ImS32*)p_v,  v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags);-    case ImGuiDataType_U32:    return DragBehaviorT<ImU32, ImS32, float >(data_type, (ImU32*)p_v,  v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags);-    case ImGuiDataType_S64:    return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64*)p_v,  v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags);-    case ImGuiDataType_U64:    return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64*)p_v,  v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags);-    case ImGuiDataType_Float:  return DragBehaviorT<float, float, float >(data_type, (float*)p_v,  v_speed, p_min ? *(const float* )p_min : -FLT_MAX,   p_max ? *(const float* )p_max : FLT_MAX,    format, flags);-    case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX,   p_max ? *(const double*)p_max : DBL_MAX,    format, flags);-    case ImGuiDataType_COUNT:  break;-    }-    IM_ASSERT(0);-    return false;-}--// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional.-// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.-bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const ImGuiID id = window->GetID(label);-    const float w = CalcItemWidth();--    const ImVec2 label_size = CalcTextSize(label, NULL, true);-    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));-    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));--    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;-    ItemSize(total_bb, style.FramePadding.y);-    if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))-        return false;--    // Default format string when passing NULL-    if (format == NULL)-        format = DataTypeGetInfo(data_type)->PrintFmt;-    else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.)-        format = PatchFormatStringFloatToInt(format);--    const bool hovered = ItemHoverable(frame_bb, id);-    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);-    if (!temp_input_is_active)-    {-        // Tabbing or CTRL-clicking on Drag turns it into an InputText-        const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;-        const bool clicked = (hovered && g.IO.MouseClicked[0]);-        const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2);-        const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id);-        if (make_active && temp_input_allowed)-            if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id)-                temp_input_is_active = true;--        // (Optional) simple click (without moving) turns Drag into an InputText-        if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)-            if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))-            {-                g.NavActivateId = g.NavActivateInputId = id;-                g.NavActivateFlags = ImGuiActivateFlags_PreferInput;-                temp_input_is_active = true;-            }--        if (make_active && !temp_input_is_active)-        {-            SetActiveID(id, window);-            SetFocusID(id, window);-            FocusWindow(window);-            g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);-        }-    }--    if (temp_input_is_active)-    {-        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set-        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0);-        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);-    }--    // Draw frame-    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);-    RenderNavHighlight(frame_bb, id);-    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);--    // Drag behavior-    const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags);-    if (value_changed)-        MarkItemEdited(id);--    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.-    char value_buf[64];-    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);-    if (g.LogEnabled)-        LogSetNextTextDecoration("{", "}");-    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));--    if (label_size.x > 0.0f)-        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);--    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);-    return value_changed;-}--bool ImGui::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, ImGuiSliderFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    bool value_changed = false;-    BeginGroup();-    PushID(label);-    PushMultiItemsWidths(components, CalcItemWidth());-    size_t type_size = GDataTypeInfo[data_type].Size;-    for (int i = 0; i < components; i++)-    {-        PushID(i);-        if (i > 0)-            SameLine(0, g.Style.ItemInnerSpacing.x);-        value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags);-        PopID();-        PopItemWidth();-        p_data = (void*)((char*)p_data + type_size);-    }-    PopID();--    const char* label_end = FindRenderedTextEnd(label);-    if (label != label_end)-    {-        SameLine(0, g.Style.ItemInnerSpacing.x);-        TextEx(label, label_end);-    }--    EndGroup();-    return value_changed;-}--bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)-{-    return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags);-}--bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)-{-    return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags);-}--bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)-{-    return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags);-}--bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)-{-    return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags);-}--// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.-bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    PushID(label);-    BeginGroup();-    PushMultiItemsWidths(2, CalcItemWidth());--    float min_min = (v_min >= v_max) ? -FLT_MAX : v_min;-    float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);-    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);-    bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags);-    PopItemWidth();-    SameLine(0, g.Style.ItemInnerSpacing.x);--    float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);-    float max_max = (v_min >= v_max) ? FLT_MAX : v_max;-    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);-    value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags);-    PopItemWidth();-    SameLine(0, g.Style.ItemInnerSpacing.x);--    TextEx(label, FindRenderedTextEnd(label));-    EndGroup();-    PopID();--    return value_changed;-}--// NB: v_speed is float to allow adjusting the drag speed with more precision-bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)-{-    return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags);-}--bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)-{-    return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags);-}--bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)-{-    return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags);-}--bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)-{-    return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags);-}--// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.-bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    PushID(label);-    BeginGroup();-    PushMultiItemsWidths(2, CalcItemWidth());--    int min_min = (v_min >= v_max) ? INT_MIN : v_min;-    int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);-    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);-    bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags);-    PopItemWidth();-    SameLine(0, g.Style.ItemInnerSpacing.x);--    int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);-    int max_max = (v_min >= v_max) ? INT_MAX : v_max;-    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);-    value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags);-    PopItemWidth();-    SameLine(0, g.Style.ItemInnerSpacing.x);--    TextEx(label, FindRenderedTextEnd(label));-    EndGroup();-    PopID();--    return value_changed;-}--#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS--// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details.-bool ImGui::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)-{-    ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None;-    if (power != 1.0f)-    {-        IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!");-        IM_ASSERT(p_min != NULL && p_max != NULL);  // When using a power curve the drag needs to have known bounds-        drag_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths-    }-    return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags);-}--bool ImGui::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)-{-    ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None;-    if (power != 1.0f)-    {-        IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!");-        IM_ASSERT(p_min != NULL && p_max != NULL);  // When using a power curve the drag needs to have known bounds-        drag_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths-    }-    return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags);-}--#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS--//--------------------------------------------------------------------------// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.-//--------------------------------------------------------------------------// - ScaleRatioFromValueT<> [Internal]-// - ScaleValueFromRatioT<> [Internal]-// - SliderBehaviorT<>() [Internal]-// - SliderBehavior() [Internal]-// - SliderScalar()-// - SliderScalarN()-// - SliderFloat()-// - SliderFloat2()-// - SliderFloat3()-// - SliderFloat4()-// - SliderAngle()-// - SliderInt()-// - SliderInt2()-// - SliderInt3()-// - SliderInt4()-// - VSliderScalar()-// - VSliderFloat()-// - VSliderInt()-//---------------------------------------------------------------------------// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT)-template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>-float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)-{-    if (v_min == v_max)-        return 0.0f;-    IM_UNUSED(data_type);--    const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);-    if (is_logarithmic)-    {-        bool flipped = v_max < v_min;--        if (flipped) // Handle the case where the range is backwards-            ImSwap(v_min, v_max);--        // Fudge min/max to avoid getting close to log(0)-        FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;-        FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;--        // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)-        if ((v_min == 0.0f) && (v_max < 0.0f))-            v_min_fudged = -logarithmic_zero_epsilon;-        else if ((v_max == 0.0f) && (v_min < 0.0f))-            v_max_fudged = -logarithmic_zero_epsilon;--        float result;-        if (v_clamped <= v_min_fudged)-            result = 0.0f; // Workaround for values that are in-range but below our fudge-        else if (v_clamped >= v_max_fudged)-            result = 1.0f; // Workaround for values that are in-range but above our fudge-        else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions-        {-            float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space.  There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine)-            float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;-            float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;-            if (v == 0.0f)-                result = zero_point_center; // Special case for exactly zero-            else if (v < 0.0f)-                result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L;-            else-                result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R));-        }-        else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider-            result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged));-        else-            result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged));--        return flipped ? (1.0f - result) : result;-    }-    else-    {-        // Linear slider-        return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));-    }-}--// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)-template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>-TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)-{-    // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct"-    // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler.-    if (t <= 0.0f || v_min == v_max)-        return v_min;-    if (t >= 1.0f)-        return v_max;--    TYPE result = (TYPE)0;-    if (is_logarithmic)-    {-        // Fudge min/max to avoid getting silly results close to zero-        FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;-        FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;--        const bool flipped = v_max < v_min; // Check if range is "backwards"-        if (flipped)-            ImSwap(v_min_fudged, v_max_fudged);--        // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)-        if ((v_max == 0.0f) && (v_min < 0.0f))-            v_max_fudged = -logarithmic_zero_epsilon;--        float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range--        if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts-        {-            float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space-            float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;-            float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;-            if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)-                result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)-            else if (t_with_flip < zero_point_center)-                result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));-            else-                result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));-        }-        else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider-            result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));-        else-            result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));-    }-    else-    {-        // Linear slider-        const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);-        if (is_floating_point)-        {-            result = ImLerp(v_min, v_max, t);-        }-        else if (t < 1.0)-        {-            // - For integer values we want the clicking position to match the grab box so we round above-            //   This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..-            // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64-            //   range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.-            FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;-            result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));-        }-    }--    return result;-}--// FIXME: Try to move more of the code into shared SliderBehavior()-template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>-bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)-{-    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;--    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;-    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;-    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);-    const SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);--    // Calculate bounds-    const float grab_padding = 2.0f; // FIXME: Should be part of style.-    const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;-    float grab_sz = style.GrabMinSize;-    if (!is_floating_point && v_range >= 0)                                     // v_range < 0 may happen on integer overflows-        grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit-    grab_sz = ImMin(grab_sz, slider_sz);-    const float slider_usable_sz = slider_sz - grab_sz;-    const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;-    const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f;--    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true-    float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true-    if (is_logarithmic)-    {-        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.-        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;-        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);-        zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);-    }--    // Process interacting with the slider-    bool value_changed = false;-    if (g.ActiveId == id)-    {-        bool set_new_value = false;-        float clicked_t = 0.0f;-        if (g.ActiveIdSource == ImGuiInputSource_Mouse)-        {-            if (!g.IO.MouseDown[0])-            {-                ClearActiveID();-            }-            else-            {-                const float mouse_abs_pos = g.IO.MousePos[axis];-                if (g.ActiveIdIsJustActivated)-                {-                    float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);-                    if (axis == ImGuiAxis_Y)-                        grab_t = 1.0f - grab_t;-                    const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);-                    const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here.-                    g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f;-                }-                if (slider_usable_sz > 0.0f)-                    clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz);-                if (axis == ImGuiAxis_Y)-                    clicked_t = 1.0f - clicked_t;-                set_new_value = true;-            }-        }-        else if (g.ActiveIdSource == ImGuiInputSource_Nav)-        {-            if (g.ActiveIdIsJustActivated)-            {-                g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation-                g.SliderCurrentAccumDirty = false;-            }--            const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiNavReadMode_RepeatFast, 0.0f, 0.0f);-            float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y;-            if (input_delta != 0.0f)-            {-                const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;-                if (decimal_precision > 0)-                {-                    input_delta /= 100.0f;    // Gamepad/keyboard tweak speeds in % of slider bounds-                    if (IsNavInputDown(ImGuiNavInput_TweakSlow))-                        input_delta /= 10.0f;-                }-                else-                {-                    if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))-                        input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps-                    else-                        input_delta /= 100.0f;-                }-                if (IsNavInputDown(ImGuiNavInput_TweakFast))-                    input_delta *= 10.0f;--                g.SliderCurrentAccum += input_delta;-                g.SliderCurrentAccumDirty = true;-            }--            float delta = g.SliderCurrentAccum;-            if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)-            {-                ClearActiveID();-            }-            else if (g.SliderCurrentAccumDirty)-            {-                clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);--                if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits-                {-                    set_new_value = false;-                    g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate-                }-                else-                {-                    set_new_value = true;-                    float old_clicked_t = clicked_t;-                    clicked_t = ImSaturate(clicked_t + delta);--                    // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator-                    TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);-                    if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))-                        v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);-                    float new_clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);--                    if (delta > 0)-                        g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta);-                    else-                        g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta);-                }--                g.SliderCurrentAccumDirty = false;-            }-        }--        if (set_new_value)-        {-            TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);--            // Round to user desired precision based on format string-            if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))-                v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);--            // Apply result-            if (*v != v_new)-            {-                *v = v_new;-                value_changed = true;-            }-        }-    }--    if (slider_sz < 1.0f)-    {-        *out_grab_bb = ImRect(bb.Min, bb.Min);-    }-    else-    {-        // Output grab position so it can be displayed by the caller-        float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);-        if (axis == ImGuiAxis_Y)-            grab_t = 1.0f - grab_t;-        const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);-        if (axis == ImGuiAxis_X)-            *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding);-        else-            *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f);-    }--    return value_changed;-}--// For 32-bit and larger types, slider bounds are limited to half the natural type range.-// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.-// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.-bool ImGui::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)-{-    // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.-    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag!  Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");--    ImGuiContext& g = *GImGui;-    if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))-        return false;--    switch (data_type)-    {-    case ImGuiDataType_S8:  { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min,  *(const ImS8*)p_max,  format, flags, out_grab_bb); if (r) *(ImS8*)p_v  = (ImS8)v32;  return r; }-    case ImGuiDataType_U8:  { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min,  *(const ImU8*)p_max,  format, flags, out_grab_bb); if (r) *(ImU8*)p_v  = (ImU8)v32;  return r; }-    case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }-    case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }-    case ImGuiDataType_S32:-        IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2);-        return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)p_v,  *(const ImS32*)p_min,  *(const ImS32*)p_max,  format, flags, out_grab_bb);-    case ImGuiDataType_U32:-        IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2);-        return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)p_v,  *(const ImU32*)p_min,  *(const ImU32*)p_max,  format, flags, out_grab_bb);-    case ImGuiDataType_S64:-        IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2);-        return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)p_v,  *(const ImS64*)p_min,  *(const ImS64*)p_max,  format, flags, out_grab_bb);-    case ImGuiDataType_U64:-        IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2);-        return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)p_v,  *(const ImU64*)p_min,  *(const ImU64*)p_max,  format, flags, out_grab_bb);-    case ImGuiDataType_Float:-        IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f);-        return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)p_v,  *(const float*)p_min,  *(const float*)p_max,  format, flags, out_grab_bb);-    case ImGuiDataType_Double:-        IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f);-        return SliderBehaviorT<double, double, double>(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb);-    case ImGuiDataType_COUNT: break;-    }-    IM_ASSERT(0);-    return false;-}--// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required.-// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.-bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const ImGuiID id = window->GetID(label);-    const float w = CalcItemWidth();--    const ImVec2 label_size = CalcTextSize(label, NULL, true);-    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));-    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));--    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;-    ItemSize(total_bb, style.FramePadding.y);-    if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))-        return false;--    // Default format string when passing NULL-    if (format == NULL)-        format = DataTypeGetInfo(data_type)->PrintFmt;-    else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.)-        format = PatchFormatStringFloatToInt(format);--    const bool hovered = ItemHoverable(frame_bb, id);-    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);-    if (!temp_input_is_active)-    {-        // Tabbing or CTRL-clicking on Slider turns it into an input box-        const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;-        const bool clicked = (hovered && g.IO.MouseClicked[0]);-        const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id);-        if (make_active && temp_input_allowed)-            if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)-                temp_input_is_active = true;--        if (make_active && !temp_input_is_active)-        {-            SetActiveID(id, window);-            SetFocusID(id, window);-            FocusWindow(window);-            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);-        }-    }--    if (temp_input_is_active)-    {-        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set-        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0;-        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);-    }--    // Draw frame-    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);-    RenderNavHighlight(frame_bb, id);-    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);--    // Slider behavior-    ImRect grab_bb;-    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb);-    if (value_changed)-        MarkItemEdited(id);--    // Render grab-    if (grab_bb.Max.x > grab_bb.Min.x)-        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);--    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.-    char value_buf[64];-    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);-    if (g.LogEnabled)-        LogSetNextTextDecoration("{", "}");-    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));--    if (label_size.x > 0.0f)-        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);--    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);-    return value_changed;-}--// Add multiple sliders on 1 line for compact edition of multiple components-bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    bool value_changed = false;-    BeginGroup();-    PushID(label);-    PushMultiItemsWidths(components, CalcItemWidth());-    size_t type_size = GDataTypeInfo[data_type].Size;-    for (int i = 0; i < components; i++)-    {-        PushID(i);-        if (i > 0)-            SameLine(0, g.Style.ItemInnerSpacing.x);-        value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags);-        PopID();-        PopItemWidth();-        v = (void*)((char*)v + type_size);-    }-    PopID();--    const char* label_end = FindRenderedTextEnd(label);-    if (label != label_end)-    {-        SameLine(0, g.Style.ItemInnerSpacing.x);-        TextEx(label, label_end);-    }--    EndGroup();-    return value_changed;-}--bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)-{-    return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);-}--bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)-{-    return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags);-}--bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)-{-    return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags);-}--bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)-{-    return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags);-}--bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags)-{-    if (format == NULL)-        format = "%.0f deg";-    float v_deg = (*v_rad) * 360.0f / (2 * IM_PI);-    bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags);-    *v_rad = v_deg * (2 * IM_PI) / 360.0f;-    return value_changed;-}--bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)-{-    return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);-}--bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)-{-    return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags);-}--bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)-{-    return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags);-}--bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)-{-    return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags);-}--bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const ImGuiID id = window->GetID(label);--    const ImVec2 label_size = CalcTextSize(label, NULL, true);-    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);-    const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));--    ItemSize(bb, style.FramePadding.y);-    if (!ItemAdd(frame_bb, id))-        return false;--    // Default format string when passing NULL-    if (format == NULL)-        format = DataTypeGetInfo(data_type)->PrintFmt;-    else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.)-        format = PatchFormatStringFloatToInt(format);--    const bool hovered = ItemHoverable(frame_bb, id);-    if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id)-    {-        SetActiveID(id, window);-        SetFocusID(id, window);-        FocusWindow(window);-        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);-    }--    // Draw frame-    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);-    RenderNavHighlight(frame_bb, id);-    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);--    // Slider behavior-    ImRect grab_bb;-    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb);-    if (value_changed)-        MarkItemEdited(id);--    // Render grab-    if (grab_bb.Max.y > grab_bb.Min.y)-        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);--    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.-    // For the vertical slider we allow centered text to overlap the frame padding-    char value_buf[64];-    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);-    RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f));-    if (label_size.x > 0.0f)-        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);--    return value_changed;-}--bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)-{-    return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);-}--bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)-{-    return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);-}--#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS--// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details.-bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power)-{-    ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None;-    if (power != 1.0f)-    {-        IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!");-        slider_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths-    }-    return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags);-}--bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power)-{-    ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None;-    if (power != 1.0f)-    {-        IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!");-        slider_flags |= ImGuiSliderFlags_Logarithmic;   // Fallback for non-asserting paths-    }-    return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags);-}--#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS--//--------------------------------------------------------------------------// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.-//--------------------------------------------------------------------------// - ImParseFormatFindStart() [Internal]-// - ImParseFormatFindEnd() [Internal]-// - ImParseFormatTrimDecorations() [Internal]-// - ImParseFormatSanitizeForPrinting() [Internal]-// - ImParseFormatSanitizeForScanning() [Internal]-// - ImParseFormatPrecision() [Internal]-// - TempInputTextScalar() [Internal]-// - InputScalar()-// - InputScalarN()-// - InputFloat()-// - InputFloat2()-// - InputFloat3()-// - InputFloat4()-// - InputInt()-// - InputInt2()-// - InputInt3()-// - InputInt4()-// - InputDouble()-//---------------------------------------------------------------------------// We don't use strchr() because our strings are usually very short and often start with '%'-const char* ImParseFormatFindStart(const char* fmt)-{-    while (char c = fmt[0])-    {-        if (c == '%' && fmt[1] != '%')-            return fmt;-        else if (c == '%')-            fmt++;-        fmt++;-    }-    return fmt;-}--const char* ImParseFormatFindEnd(const char* fmt)-{-    // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.-    if (fmt[0] != '%')-        return fmt;-    const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A'));-    const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));-    for (char c; (c = *fmt) != 0; fmt++)-    {-        if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)-            return fmt + 1;-        if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)-            return fmt + 1;-    }-    return fmt;-}--// Extract the format out of a format string with leading or trailing decorations-//  fmt = "blah blah"  -> return fmt-//  fmt = "%.3f"       -> return fmt-//  fmt = "hello %.3f" -> return fmt + 6-//  fmt = "%.3f hello" -> return buf written with "%.3f"-const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size)-{-    const char* fmt_start = ImParseFormatFindStart(fmt);-    if (fmt_start[0] != '%')-        return fmt;-    const char* fmt_end = ImParseFormatFindEnd(fmt_start);-    if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.-        return fmt_start;-    ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));-    return buf;-}--// Sanitize format-// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi-// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.-void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size)-{-    const char* fmt_end = ImParseFormatFindEnd(fmt_in);-    IM_UNUSED(fmt_out_size);-    IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!-    while (fmt_in < fmt_end)-    {-        char c = *fmt_in++;-        if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.-            *(fmt_out++) = c;-    }-    *fmt_out = 0; // Zero-terminate-}--// - For scanning we need to remove all width and precision fields "%3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d"-const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size)-{-    const char* fmt_end = ImParseFormatFindEnd(fmt_in);-    const char* fmt_out_begin = fmt_out;-    IM_UNUSED(fmt_out_size);-    IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!-    bool has_type = false;-    while (fmt_in < fmt_end)-    {-        char c = *fmt_in++;-        if (!has_type && ((c >= '0' && c <= '9') || c == '.'))-            continue;-        has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits-        if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.-            *(fmt_out++) = c;-    }-    *fmt_out = 0; // Zero-terminate-    return fmt_out_begin;-}--template<typename TYPE>-static const char* ImAtoi(const char* src, TYPE* output)-{-    int negative = 0;-    if (*src == '-') { negative = 1; src++; }-    if (*src == '+') { src++; }-    TYPE v = 0;-    while (*src >= '0' && *src <= '9')-        v = (v * 10) + (*src++ - '0');-    *output = negative ? -v : v;-    return src;-}--// Parse display precision back from the display format string-// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.-int ImParseFormatPrecision(const char* fmt, int default_precision)-{-    fmt = ImParseFormatFindStart(fmt);-    if (fmt[0] != '%')-        return default_precision;-    fmt++;-    while (*fmt >= '0' && *fmt <= '9')-        fmt++;-    int precision = INT_MAX;-    if (*fmt == '.')-    {-        fmt = ImAtoi<int>(fmt + 1, &precision);-        if (precision < 0 || precision > 99)-            precision = default_precision;-    }-    if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation-        precision = -1;-    if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)-        precision = -1;-    return (precision == INT_MAX) ? default_precision : precision;-}--// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)-// FIXME: Facilitate using this in variety of other situations.-bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)-{-    // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.-    // We clear ActiveID on the first frame to allow the InputText() taking it back.-    ImGuiContext& g = *GImGui;-    const bool init = (g.TempInputId != id);-    if (init)-        ClearActiveID();--    g.CurrentWindow->DC.CursorPos = bb.Min;-    bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem);-    if (init)-    {-        // First frame we started displaying the InputText widget, we expect it to take the active id.-        IM_ASSERT(g.ActiveId == id);-        g.TempInputId = g.ActiveId;-    }-    return value_changed;-}--static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format)-{-    if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)-        return ImGuiInputTextFlags_CharsScientific;-    const char format_last_char = format[0] ? format[strlen(format) - 1] : 0;-    return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal;-}--// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!-// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.-// However this may not be ideal for all uses, as some user code may break on out of bound values.-bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)-{-    char fmt_buf[32];-    char data_buf[32];-    format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));-    DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format);-    ImStrTrimBlanks(data_buf);--    ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited;-    flags |= InputScalar_DefaultCharsFilter(data_type, format);--    bool value_changed = false;-    if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))-    {-        // Backup old value-        size_t data_type_size = DataTypeGetInfo(data_type)->Size;-        ImGuiDataTypeTempStorage data_backup;-        memcpy(&data_backup, p_data, data_type_size);--        // Apply new value (or operations) then clamp-        DataTypeApplyFromText(data_buf, data_type, p_data, format);-        if (p_clamp_min || p_clamp_max)-        {-            if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)-                ImSwap(p_clamp_min, p_clamp_max);-            DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);-        }--        // Only mark as edited if new value is different-        value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;-        if (value_changed)-            MarkItemEdited(id);-    }-    return value_changed;-}--// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional.-// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.-bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    ImGuiStyle& style = g.Style;--    if (format == NULL)-        format = DataTypeGetInfo(data_type)->PrintFmt;--    char buf[64];-    DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);--    // Testing ActiveId as a minor optimization as filtering is not needed until active-    if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)-        flags |= InputScalar_DefaultCharsFilter(data_type, format);-    flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.--    bool value_changed = false;-    if (p_step != NULL)-    {-        const float button_size = GetFrameHeight();--        BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()-        PushID(label);-        SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));-        if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view-            value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);--        // Step buttons-        const ImVec2 backup_frame_padding = style.FramePadding;-        style.FramePadding.x = style.FramePadding.y;-        ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;-        if (flags & ImGuiInputTextFlags_ReadOnly)-            BeginDisabled();-        SameLine(0, style.ItemInnerSpacing.x);-        if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))-        {-            DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);-            value_changed = true;-        }-        SameLine(0, style.ItemInnerSpacing.x);-        if (ButtonEx("+", ImVec2(button_size, button_size), button_flags))-        {-            DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);-            value_changed = true;-        }-        if (flags & ImGuiInputTextFlags_ReadOnly)-            EndDisabled();--        const char* label_end = FindRenderedTextEnd(label);-        if (label != label_end)-        {-            SameLine(0, style.ItemInnerSpacing.x);-            TextEx(label, label_end);-        }-        style.FramePadding = backup_frame_padding;--        PopID();-        EndGroup();-    }-    else-    {-        if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))-            value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);-    }-    if (value_changed)-        MarkItemEdited(g.LastItemData.ID);--    return value_changed;-}--bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    bool value_changed = false;-    BeginGroup();-    PushID(label);-    PushMultiItemsWidths(components, CalcItemWidth());-    size_t type_size = GDataTypeInfo[data_type].Size;-    for (int i = 0; i < components; i++)-    {-        PushID(i);-        if (i > 0)-            SameLine(0, g.Style.ItemInnerSpacing.x);-        value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags);-        PopID();-        PopItemWidth();-        p_data = (void*)((char*)p_data + type_size);-    }-    PopID();--    const char* label_end = FindRenderedTextEnd(label);-    if (label != label_end)-    {-        SameLine(0.0f, g.Style.ItemInnerSpacing.x);-        TextEx(label, label_end);-    }--    EndGroup();-    return value_changed;-}--bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)-{-    flags |= ImGuiInputTextFlags_CharsScientific;-    return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags);-}--bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)-{-    return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);-}--bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)-{-    return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);-}--bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)-{-    return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);-}--bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)-{-    // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.-    const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";-    return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags);-}--bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)-{-    return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags);-}--bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)-{-    return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags);-}--bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)-{-    return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags);-}--bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)-{-    flags |= ImGuiInputTextFlags_CharsScientific;-    return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags);-}--//--------------------------------------------------------------------------// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint-//--------------------------------------------------------------------------// - InputText()-// - InputTextWithHint()-// - InputTextMultiline()-// - InputTextGetCharInfo() [Internal]-// - InputTextReindexLines() [Internal]-// - InputTextReindexLinesRange() [Internal]-// - InputTextEx() [Internal]-// - DebugNodeInputTextState() [Internal]-//---------------------------------------------------------------------------bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)-{-    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()-    return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);-}--bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)-{-    return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);-}--bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)-{-    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()-    return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);-}--static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)-{-    int line_count = 0;-    const char* s = text_begin;-    while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding-        if (c == '\n')-            line_count++;-    s--;-    if (s[0] != '\n' && s[0] != '\r')-        line_count++;-    *out_text_end = s;-    return line_count;-}--static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)-{-    ImGuiContext& g = *GImGui;-    ImFont* font = g.Font;-    const float line_height = g.FontSize;-    const float scale = line_height / font->FontSize;--    ImVec2 text_size = ImVec2(0, 0);-    float line_width = 0.0f;--    const ImWchar* s = text_begin;-    while (s < text_end)-    {-        unsigned int c = (unsigned int)(*s++);-        if (c == '\n')-        {-            text_size.x = ImMax(text_size.x, line_width);-            text_size.y += line_height;-            line_width = 0.0f;-            if (stop_on_new_line)-                break;-            continue;-        }-        if (c == '\r')-            continue;--        const float char_width = font->GetCharAdvance((ImWchar)c) * scale;-        line_width += char_width;-    }--    if (text_size.x < line_width)-        text_size.x = line_width;--    if (out_offset)-        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \n--    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \n-        text_size.y += line_height;--    if (remaining)-        *remaining = s;--    return text_size;-}--// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)-namespace ImStb-{--static int     STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj)                             { return obj->CurLenW; }-static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx)                      { return obj->TextW[idx]; }-static float   STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx)  { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }-static int     STB_TEXTEDIT_KEYTOTEXT(int key)                                                    { return key >= 0x200000 ? 0 : key; }-static ImWchar STB_TEXTEDIT_NEWLINE = '\n';-static void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)-{-    const ImWchar* text = obj->TextW.Data;-    const ImWchar* text_remaining = NULL;-    const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);-    r->x0 = 0.0f;-    r->x1 = size.x;-    r->baseline_y_delta = size.y;-    r->ymin = 0.0f;-    r->ymax = size.y;-    r->num_chars = (int)(text_remaining - (text + line_start_idx));-}--// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.-static bool is_separator(unsigned int c)                                        { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; }-static int  is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)      { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; }-static int  is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)       { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; }-static int  STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx)   { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }-static int  STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx)   { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }-#define STB_TEXTEDIT_MOVEWORDLEFT   STB_TEXTEDIT_MOVEWORDLEFT_IMPL    // They need to be #define for stb_textedit.h-#ifdef __APPLE__    // FIXME: Move setting to IO structure-#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_MAC-#else-static int  STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx)   { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }-#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_WIN-#endif--static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)-{-    ImWchar* dst = obj->TextW.Data + pos;--    // We maintain our buffer length in both UTF-8 and wchar formats-    obj->Edited = true;-    obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);-    obj->CurLenW -= n;--    // Offset remaining text (FIXME-OPT: Use memmove)-    const ImWchar* src = obj->TextW.Data + pos + n;-    while (ImWchar c = *src++)-        *dst++ = c;-    *dst = '\0';-}--static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len)-{-    const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;-    const int text_len = obj->CurLenW;-    IM_ASSERT(pos <= text_len);--    const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);-    if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA))-        return false;--    // Grow internal buffer if needed-    if (new_text_len + text_len + 1 > obj->TextW.Size)-    {-        if (!is_resizable)-            return false;-        IM_ASSERT(text_len < obj->TextW.Size);-        obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1);-    }--    ImWchar* text = obj->TextW.Data;-    if (pos != text_len)-        memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));-    memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));--    obj->Edited = true;-    obj->CurLenW += new_text_len;-    obj->CurLenA += new_text_len_utf8;-    obj->TextW[obj->CurLenW] = '\0';--    return true;-}--// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)-#define STB_TEXTEDIT_K_LEFT         0x200000 // keyboard input to move cursor left-#define STB_TEXTEDIT_K_RIGHT        0x200001 // keyboard input to move cursor right-#define STB_TEXTEDIT_K_UP           0x200002 // keyboard input to move cursor up-#define STB_TEXTEDIT_K_DOWN         0x200003 // keyboard input to move cursor down-#define STB_TEXTEDIT_K_LINESTART    0x200004 // keyboard input to move cursor to start of line-#define STB_TEXTEDIT_K_LINEEND      0x200005 // keyboard input to move cursor to end of line-#define STB_TEXTEDIT_K_TEXTSTART    0x200006 // keyboard input to move cursor to start of text-#define STB_TEXTEDIT_K_TEXTEND      0x200007 // keyboard input to move cursor to end of text-#define STB_TEXTEDIT_K_DELETE       0x200008 // keyboard input to delete selection or character under cursor-#define STB_TEXTEDIT_K_BACKSPACE    0x200009 // keyboard input to delete selection or character left of cursor-#define STB_TEXTEDIT_K_UNDO         0x20000A // keyboard input to perform undo-#define STB_TEXTEDIT_K_REDO         0x20000B // keyboard input to perform redo-#define STB_TEXTEDIT_K_WORDLEFT     0x20000C // keyboard input to move cursor left one word-#define STB_TEXTEDIT_K_WORDRIGHT    0x20000D // keyboard input to move cursor right one word-#define STB_TEXTEDIT_K_PGUP         0x20000E // keyboard input to move cursor up a page-#define STB_TEXTEDIT_K_PGDOWN       0x20000F // keyboard input to move cursor down a page-#define STB_TEXTEDIT_K_SHIFT        0x400000--#define STB_TEXTEDIT_IMPLEMENTATION-#include "imstb_textedit.h"--// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling-// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)-static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)-{-    stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);-    ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW);-    if (text_len <= 0)-        return;-    if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))-    {-        state->cursor = text_len;-        state->has_preferred_x = 0;-        return;-    }-    IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace()-}--} // namespace ImStb--void ImGuiInputTextState::OnKeyPressed(int key)-{-    stb_textedit_key(this, &Stb, key);-    CursorFollow = true;-    CursorAnimReset();-}--ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()-{-    memset(this, 0, sizeof(*this));-}--// Public API to manipulate UTF-8 text-// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)-// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.-void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count)-{-    IM_ASSERT(pos + bytes_count <= BufTextLen);-    char* dst = Buf + pos;-    const char* src = Buf + pos + bytes_count;-    while (char c = *src++)-        *dst++ = c;-    *dst = '\0';--    if (CursorPos >= pos + bytes_count)-        CursorPos -= bytes_count;-    else if (CursorPos >= pos)-        CursorPos = pos;-    SelectionStart = SelectionEnd = CursorPos;-    BufDirty = true;-    BufTextLen -= bytes_count;-}--void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)-{-    const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;-    const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);-    if (new_text_len + BufTextLen >= BufSize)-    {-        if (!is_resizable)-            return;--        // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)-        ImGuiContext& g = *GImGui;-        ImGuiInputTextState* edit_state = &g.InputTextState;-        IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);-        IM_ASSERT(Buf == edit_state->TextA.Data);-        int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;-        edit_state->TextA.reserve(new_buf_size + 1);-        Buf = edit_state->TextA.Data;-        BufSize = edit_state->BufCapacityA = new_buf_size;-    }--    if (BufTextLen != pos)-        memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));-    memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));-    Buf[BufTextLen + new_text_len] = '\0';--    if (CursorPos >= pos)-        CursorPos += new_text_len;-    SelectionStart = SelectionEnd = CursorPos;-    BufDirty = true;-    BufTextLen += new_text_len;-}--// Return false to discard a character.-static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source)-{-    IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard);-    unsigned int c = *p_char;--    // Filter non-printable (NB: isprint is unreliable! see #2467)-    bool apply_named_filters = true;-    if (c < 0x20)-    {-        bool pass = false;-        pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)-        pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));-        if (!pass)-            return false;-        apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted.-    }--    if (input_source != ImGuiInputSource_Clipboard)-    {-        // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)-        if (c == 127)-            return false;--        // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)-        if (c >= 0xE000 && c <= 0xF8FF)-            return false;-    }--    // Filter Unicode ranges we are not handling in this build-    if (c > IM_UNICODE_CODEPOINT_MAX)-        return false;--    // Generic named filters-    if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)))-    {-        // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'.-        // The standard mandate that programs starts in the "C" locale where the decimal point is '.'.-        // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.-        // Change the default decimal_point with:-        //   ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point;-        // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.-        ImGuiContext& g = *GImGui;-        const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint;--        // Allow 0-9 . - + * /-        if (flags & ImGuiInputTextFlags_CharsDecimal)-            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/'))-                return false;--        // Allow 0-9 . - + * / e E-        if (flags & ImGuiInputTextFlags_CharsScientific)-            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))-                return false;--        // Allow 0-9 a-F A-F-        if (flags & ImGuiInputTextFlags_CharsHexadecimal)-            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))-                return false;--        // Turn a-z into A-Z-        if (flags & ImGuiInputTextFlags_CharsUppercase)-            if (c >= 'a' && c <= 'z')-                *p_char = (c += (unsigned int)('A' - 'a'));--        if (flags & ImGuiInputTextFlags_CharsNoBlank)-            if (ImCharIsBlankW(c))-                return false;-    }--    // Custom callback filter-    if (flags & ImGuiInputTextFlags_CallbackCharFilter)-    {-        ImGuiInputTextCallbackData callback_data;-        memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));-        callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;-        callback_data.EventChar = (ImWchar)c;-        callback_data.Flags = flags;-        callback_data.UserData = user_data;-        if (callback(&callback_data) != 0)-            return false;-        *p_char = callback_data.EventChar;-        if (!callback_data.EventChar)-            return false;-    }--    return true;-}--// Find the shortest single replacement we can make to get the new text from the old text.-// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end.-// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly.-static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a)-{-    ImGuiContext& g = *GImGui;-    const ImWchar* old_buf = state->TextW.Data;-    const int old_length = state->CurLenW;-    const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a);-    g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar));-    ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data;-    ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a);--    const int shorter_length = ImMin(old_length, new_length);-    int first_diff;-    for (first_diff = 0; first_diff < shorter_length; first_diff++)-        if (old_buf[first_diff] != new_buf[first_diff])-            break;-    if (first_diff == old_length && first_diff == new_length)-        return;--    int old_last_diff = old_length - 1;-    int new_last_diff = new_length - 1;-    for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--)-        if (old_buf[old_last_diff] != new_buf[new_last_diff])-            break;--    const int insert_len = new_last_diff - first_diff + 1;-    const int delete_len = old_last_diff - first_diff + 1;-    if (insert_len > 0 || delete_len > 0)-        if (STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len))-            for (int i = 0; i < delete_len; i++)-                p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i);-}--// Edit a string of text-// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".-//   This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match-//   Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.-// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.-// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h-// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are-//  doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)-bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    IM_ASSERT(buf != NULL && buf_size >= 0);-    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline)));        // Can't use both together (they both use up/down keys)-    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)--    ImGuiContext& g = *GImGui;-    ImGuiIO& io = g.IO;-    const ImGuiStyle& style = g.Style;--    const bool RENDER_SELECTION_WHEN_INACTIVE = false;-    const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;-    const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;-    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;-    const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;-    const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;-    if (is_resizable)-        IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!--    if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar)-        BeginGroup();-    const ImGuiID id = window->GetID(label);-    const ImVec2 label_size = CalcTextSize(label, NULL, true);-    const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line-    const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);--    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);-    const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);--    ImGuiWindow* draw_window = window;-    ImVec2 inner_size = frame_size;-    ImGuiItemStatusFlags item_status_flags = 0;-    ImGuiLastItemData item_data_backup;-    if (is_multiline)-    {-        ImVec2 backup_pos = window->DC.CursorPos;-        ItemSize(total_bb, style.FramePadding.y);-        if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))-        {-            EndGroup();-            return false;-        }-        item_status_flags = g.LastItemData.StatusFlags;-        item_data_backup = g.LastItemData;-        window->DC.CursorPos = backup_pos;--        // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.-        // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre.-        PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);-        PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);-        PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);-        PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges-        bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove);-        PopStyleVar(3);-        PopStyleColor();-        if (!child_visible)-        {-            EndChild();-            EndGroup();-            return false;-        }-        draw_window = g.CurrentWindow; // Child window-        draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.-        draw_window->DC.CursorPos += style.FramePadding;-        inner_size.x -= draw_window->ScrollbarSizes.x;-    }-    else-    {-        // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)-        ItemSize(total_bb, style.FramePadding.y);-        if (!(flags & ImGuiInputTextFlags_MergedItem))-            if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))-                return false;-        item_status_flags = g.LastItemData.StatusFlags;-    }-    const bool hovered = ItemHoverable(frame_bb, id);-    if (hovered)-        g.MouseCursor = ImGuiMouseCursor_TextInput;--    // We are only allowed to access the state if we are already the active widget.-    ImGuiInputTextState* state = GetInputTextState(id);--    const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;-    const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));--    const bool user_clicked = hovered && io.MouseClicked[0];-    const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);-    const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);-    bool clear_active_id = false;-    bool select_all = false;--    float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;--    const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);-    const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing);-    const bool init_state = (init_make_active || user_scroll_active);-    if ((init_state && g.ActiveId != id) || init_changed_specs)-    {-        // Access state even if we don't own it yet.-        state = &g.InputTextState;-        state->CursorAnimReset();--        // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)-        // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)-        const int buf_len = (int)strlen(buf);-        state->InitialTextA.resize(buf_len + 1);    // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.-        memcpy(state->InitialTextA.Data, buf, buf_len + 1);--        // Preserve cursor position and undo/redo stack if we come back to same widget-        // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate?-        bool recycle_state = (state->ID == id && !init_changed_specs);-        if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0)))-            recycle_state = false;--        // Start edition-        const char* buf_end = NULL;-        state->ID = id;-        state->TextW.resize(buf_size + 1);          // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.-        state->TextA.resize(0);-        state->TextAIsValid = false;                // TextA is not valid yet (we will display buf until then)-        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);-        state->CurLenA = (int)(buf_end - buf);      // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.--        if (recycle_state)-        {-            // Recycle existing cursor/selection/undo stack but clamp position-            // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.-            state->CursorClamp();-        }-        else-        {-            state->ScrollX = 0.0f;-            stb_textedit_initialize_state(&state->Stb, !is_multiline);-        }--        if (!is_multiline)-        {-            if (flags & ImGuiInputTextFlags_AutoSelectAll)-                select_all = true;-            if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState)))-                select_all = true;-            if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl))-                select_all = true;-        }--        if (flags & ImGuiInputTextFlags_AlwaysOverwrite)-            state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863)-    }--    if (g.ActiveId != id && init_make_active)-    {-        IM_ASSERT(state && state->ID == id);-        SetActiveID(id, window);-        SetFocusID(id, window);-        FocusWindow(window);--        // Declare our inputs-        IM_ASSERT(ImGuiNavInput_COUNT < 32);-        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);-        if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))-            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);-        g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);-        SetActiveIdUsingKey(ImGuiKey_Home);-        SetActiveIdUsingKey(ImGuiKey_End);-        if (is_multiline)-        {-            SetActiveIdUsingKey(ImGuiKey_PageUp);-            SetActiveIdUsingKey(ImGuiKey_PageDown);-        }-        if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.-        {-            SetActiveIdUsingKey(ImGuiKey_Tab);-        }-    }--    // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)-    if (g.ActiveId == id && state == NULL)-        ClearActiveID();--    // Release focus when we click outside-    if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560-        clear_active_id = true;--    // Lock the decision of whether we are going to take the path displaying the cursor or selection-    const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);-    bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);-    bool value_changed = false;-    bool enter_pressed = false;--    // When read-only we always use the live data passed to the function-    // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(-    if (is_readonly && state != NULL && (render_cursor || render_selection))-    {-        const char* buf_end = NULL;-        state->TextW.resize(buf_size + 1);-        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);-        state->CurLenA = (int)(buf_end - buf);-        state->CursorClamp();-        render_selection &= state->HasSelection();-    }--    // Select the buffer to render.-    const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid;-    const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);--    // Password pushes a temporary font with only a fallback glyph-    if (is_password && !is_displaying_hint)-    {-        const ImFontGlyph* glyph = g.Font->FindGlyph('*');-        ImFont* password_font = &g.InputTextPasswordFont;-        password_font->FontSize = g.Font->FontSize;-        password_font->Scale = g.Font->Scale;-        password_font->Ascent = g.Font->Ascent;-        password_font->Descent = g.Font->Descent;-        password_font->ContainerAtlas = g.Font->ContainerAtlas;-        password_font->FallbackGlyph = glyph;-        password_font->FallbackAdvanceX = glyph->AdvanceX;-        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());-        PushFont(password_font);-    }--    // Process mouse inputs and character inputs-    int backup_current_text_length = 0;-    if (g.ActiveId == id)-    {-        IM_ASSERT(state != NULL);-        backup_current_text_length = state->CurLenA;-        state->Edited = false;-        state->BufCapacityA = buf_size;-        state->Flags = flags;--        // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.-        // Down the line we should have a cleaner library-wide concept of Selected vs Active.-        g.ActiveIdAllowOverlap = !io.MouseDown[0];-        g.WantTextInputNextFrame = 1;--        // Edit in progress-        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;-        const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));--        const bool is_osx = io.ConfigMacOSXBehaviors;-        if (select_all)-        {-            state->SelectAll();-            state->SelectedAllMouseLock = true;-        }-        else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift)-        {-            stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);-            const int multiclick_count = (io.MouseClickedCount[0] - 2);-            if ((multiclick_count % 2) == 0)-            {-                // Double-click: Select word-                // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant:-                // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS)-                const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n';-                if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol)-                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);-                //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);-                if (!STB_TEXT_HAS_SELECTION(&state->Stb))-                    ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb);-                state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor);-                state->Stb.select_end = state->Stb.cursor;-                ImStb::stb_textedit_clamp(state, &state->Stb);-            }-            else-            {-                // Triple-click: Select line-                const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n';-                state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART);-                state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT);-                state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT);-                if (!is_eol && is_multiline)-                {-                    ImSwap(state->Stb.select_start, state->Stb.select_end);-                    state->Stb.cursor = state->Stb.select_end;-                }-                state->CursorFollow = false;-            }-            state->CursorAnimReset();-        }-        else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)-        {-            // FIXME: unselect on late click could be done release?-            if (hovered)-            {-                stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);-                state->CursorAnimReset();-            }-        }-        else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))-        {-            stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);-            state->CursorAnimReset();-            state->CursorFollow = true;-        }-        if (state->SelectedAllMouseLock && !io.MouseDown[0])-            state->SelectedAllMouseLock = false;--        // We except backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)-        // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)-        const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);-        if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)-        {-            unsigned int c = '\t'; // Insert TAB-            if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))-                state->OnKeyPressed((int)c);-        }--        // Process regular text input (before we check for Return because using some IME will effectively send a Return?)-        // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.-        if (io.InputQueueCharacters.Size > 0)-        {-            if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)-                for (int n = 0; n < io.InputQueueCharacters.Size; n++)-                {-                    // Insert character if they pass filtering-                    unsigned int c = (unsigned int)io.InputQueueCharacters[n];-                    if (c == '\t') // Skip Tab, see above.-                        continue;-                    if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))-                        state->OnKeyPressed((int)c);-                }--            // Consume characters-            io.InputQueueCharacters.resize(0);-        }-    }--    // Process other shortcuts/key-presses-    bool cancel_edit = false;-    if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)-    {-        IM_ASSERT(state != NULL);--        const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);-        state->Stb.row_count_per_page = row_count_per_page;--        const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);-        const bool is_osx = io.ConfigMacOSXBehaviors;-        const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiModFlags_Super | ImGuiModFlags_Shift));-        const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl-        const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End-        const bool is_ctrl_key_only = (io.KeyMods == ImGuiModFlags_Ctrl);-        const bool is_shift_key_only = (io.KeyMods == ImGuiModFlags_Shift);-        const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiModFlags_Super) : (io.KeyMods == ImGuiModFlags_Ctrl);--        const bool is_cut   = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());-        const bool is_copy  = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only  && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());-        const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly;-        const bool is_undo  = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable);-        const bool is_redo  = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable;--        // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.-        const bool is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter);-        const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiNavReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiNavReadMode_Pressed);-        const bool is_cancel   = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiNavReadMode_Pressed);--        if (IsKeyPressed(ImGuiKey_LeftArrow))                        { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }-        else if (IsKeyPressed(ImGuiKey_RightArrow))                  { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }-        else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }-        else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }-        else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline)      { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }-        else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline)    { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }-        else if (IsKeyPressed(ImGuiKey_Home))                        { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }-        else if (IsKeyPressed(ImGuiKey_End))                         { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }-        else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }-        else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly)-        {-            if (!state->HasSelection())-            {-                if (is_wordmove_key_down)-                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);-                else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl)-                    state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);-            }-            state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);-        }-        else if (is_validate_enter)-        {-            bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;-            if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))-            {-                enter_pressed = clear_active_id = true;-            }-            else if (!is_readonly)-            {-                unsigned int c = '\n'; // Insert new line-                if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))-                    state->OnKeyPressed((int)c);-            }-        }-        else if (is_validate_nav)-        {-            IM_ASSERT(!is_validate_enter);-            enter_pressed = clear_active_id = true;-        }-        else if (is_cancel)-        {-            clear_active_id = cancel_edit = true;-        }-        else if (is_undo || is_redo)-        {-            state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);-            state->ClearSelection();-        }-        else if (is_shortcut_key && IsKeyPressed(ImGuiKey_A))-        {-            state->SelectAll();-            state->CursorFollow = true;-        }-        else if (is_cut || is_copy)-        {-            // Cut, Copy-            if (io.SetClipboardTextFn)-            {-                const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0;-                const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW;-                const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1;-                char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char));-                ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie);-                SetClipboardText(clipboard_data);-                MemFree(clipboard_data);-            }-            if (is_cut)-            {-                if (!state->HasSelection())-                    state->SelectAll();-                state->CursorFollow = true;-                stb_textedit_cut(state, &state->Stb);-            }-        }-        else if (is_paste)-        {-            if (const char* clipboard = GetClipboardText())-            {-                // Filter pasted buffer-                const int clipboard_len = (int)strlen(clipboard);-                ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar));-                int clipboard_filtered_len = 0;-                for (const char* s = clipboard; *s; )-                {-                    unsigned int c;-                    s += ImTextCharFromUtf8(&c, s, NULL);-                    if (c == 0)-                        break;-                    if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard))-                        continue;-                    clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;-                }-                clipboard_filtered[clipboard_filtered_len] = 0;-                if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation-                {-                    stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len);-                    state->CursorFollow = true;-                }-                MemFree(clipboard_filtered);-            }-        }--        // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.-        render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);-    }--    // Process callbacks and apply result back to user's buffer.-    const char* apply_new_text = NULL;-    int apply_new_text_length = 0;-    if (g.ActiveId == id)-    {-        IM_ASSERT(state != NULL);-        if (cancel_edit)-        {-            // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.-            if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0)-            {-                // Push records into the undo stack so we can CTRL+Z the revert operation itself-                apply_new_text = state->InitialTextA.Data;-                apply_new_text_length = state->InitialTextA.Size - 1;-                ImVector<ImWchar> w_text;-                if (apply_new_text_length > 0)-                {-                    w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1);-                    ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length);-                }-                stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0);-            }-        }--        // Apply ASCII value-        if (!is_readonly)-        {-            state->TextAIsValid = true;-            state->TextA.resize(state->TextW.Size * 4 + 1);-            ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);-        }--        // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.-        // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.-        // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).-        const bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);-        if (apply_edit_back_to_user_buffer)-        {-            // Apply new value immediately - copy modified buffer back-            // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer-            // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.-            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.--            // User callback-            if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)-            {-                IM_ASSERT(callback != NULL);--                // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.-                ImGuiInputTextFlags event_flag = 0;-                ImGuiKey event_key = ImGuiKey_None;-                if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab))-                {-                    event_flag = ImGuiInputTextFlags_CallbackCompletion;-                    event_key = ImGuiKey_Tab;-                }-                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))-                {-                    event_flag = ImGuiInputTextFlags_CallbackHistory;-                    event_key = ImGuiKey_UpArrow;-                }-                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))-                {-                    event_flag = ImGuiInputTextFlags_CallbackHistory;-                    event_key = ImGuiKey_DownArrow;-                }-                else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)-                {-                    event_flag = ImGuiInputTextFlags_CallbackEdit;-                }-                else if (flags & ImGuiInputTextFlags_CallbackAlways)-                {-                    event_flag = ImGuiInputTextFlags_CallbackAlways;-                }--                if (event_flag)-                {-                    ImGuiInputTextCallbackData callback_data;-                    memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData));-                    callback_data.EventFlag = event_flag;-                    callback_data.Flags = flags;-                    callback_data.UserData = callback_user_data;--                    char* callback_buf = is_readonly ? buf : state->TextA.Data;-                    callback_data.EventKey = event_key;-                    callback_data.Buf = callback_buf;-                    callback_data.BufTextLen = state->CurLenA;-                    callback_data.BufSize = state->BufCapacityA;-                    callback_data.BufDirty = false;--                    // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)-                    ImWchar* text = state->TextW.Data;-                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor);-                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start);-                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end);--                    // Call user code-                    callback(&callback_data);--                    // Read back what user may have modified-                    callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback-                    IM_ASSERT(callback_data.Buf == callback_buf);         // Invalid to modify those fields-                    IM_ASSERT(callback_data.BufSize == state->BufCapacityA);-                    IM_ASSERT(callback_data.Flags == flags);-                    const bool buf_dirty = callback_data.BufDirty;-                    if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty)            { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }-                    if (callback_data.SelectionStart != utf8_selection_start || buf_dirty)  { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }-                    if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty)      { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }-                    if (buf_dirty)-                    {-                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!-                        InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ?-                        if (callback_data.BufTextLen > backup_current_text_length && is_resizable)-                            state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize-                        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL);-                        state->CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()-                        state->CursorAnimReset();-                    }-                }-            }--            // Will copy result string if modified-            if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)-            {-                apply_new_text = state->TextA.Data;-                apply_new_text_length = state->CurLenA;-            }-        }--        // Clear temporary user storage-        state->Flags = ImGuiInputTextFlags_None;-    }--    // Copy result to user buffer. This can currently only happen when (g.ActiveId == id)-    if (apply_new_text != NULL)-    {-        // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size-        // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used-        // without any storage on user's side.-        IM_ASSERT(apply_new_text_length >= 0);-        if (is_resizable)-        {-            ImGuiInputTextCallbackData callback_data;-            callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;-            callback_data.Flags = flags;-            callback_data.Buf = buf;-            callback_data.BufTextLen = apply_new_text_length;-            callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);-            callback_data.UserData = callback_user_data;-            callback(&callback_data);-            buf = callback_data.Buf;-            buf_size = callback_data.BufSize;-            apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);-            IM_ASSERT(apply_new_text_length <= buf_size);-        }-        //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);--        // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.-        ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));-        value_changed = true;-    }--    // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)-    if (clear_active_id && g.ActiveId == id)-        ClearActiveID();--    // Render frame-    if (!is_multiline)-    {-        RenderNavHighlight(frame_bb, id);-        RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);-    }--    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size-    ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;-    ImVec2 text_size(0.0f, 0.0f);--    // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line-    // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.-    // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.-    const int buf_display_max_length = 2 * 1024 * 1024;-    const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595-    const char* buf_display_end = NULL; // We have specialized paths below for setting the length-    if (is_displaying_hint)-    {-        buf_display = hint;-        buf_display_end = hint + strlen(hint);-    }--    // Render text. We currently only render selection when the widget is active or while scrolling.-    // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.-    if (render_cursor || render_selection)-    {-        IM_ASSERT(state != NULL);-        if (!is_displaying_hint)-            buf_display_end = buf_display + state->CurLenA;--        // Render text (with cursor and selection)-        // This is going to be messy. We need to:-        // - Display the text (this alone can be more easily clipped)-        // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)-        // - Measure text height (for scrollbar)-        // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)-        // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.-        const ImWchar* text_begin = state->TextW.Data;-        ImVec2 cursor_offset, select_start_offset;--        {-            // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions.-            const ImWchar* searches_input_ptr[2] = { NULL, NULL };-            int searches_result_line_no[2] = { -1000, -1000 };-            int searches_remaining = 0;-            if (render_cursor)-            {-                searches_input_ptr[0] = text_begin + state->Stb.cursor;-                searches_result_line_no[0] = -1;-                searches_remaining++;-            }-            if (render_selection)-            {-                searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);-                searches_result_line_no[1] = -1;-                searches_remaining++;-            }--            // Iterate all lines to find our line numbers-            // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.-            searches_remaining += is_multiline ? 1 : 0;-            int line_count = 0;-            //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++)  // FIXME-OPT: Could use this when wchar_t are 16-bit-            for (const ImWchar* s = text_begin; *s != 0; s++)-                if (*s == '\n')-                {-                    line_count++;-                    if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; }-                    if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; }-                }-            line_count++;-            if (searches_result_line_no[0] == -1)-                searches_result_line_no[0] = line_count;-            if (searches_result_line_no[1] == -1)-                searches_result_line_no[1] = line_count;--            // Calculate 2d position by finding the beginning of the line and measuring distance-            cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;-            cursor_offset.y = searches_result_line_no[0] * g.FontSize;-            if (searches_result_line_no[1] >= 0)-            {-                select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;-                select_start_offset.y = searches_result_line_no[1] * g.FontSize;-            }--            // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)-            if (is_multiline)-                text_size = ImVec2(inner_size.x, line_count * g.FontSize);-        }--        // Scroll-        if (render_cursor && state->CursorFollow)-        {-            // Horizontal scroll in chunks of quarter width-            if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))-            {-                const float scroll_increment_x = inner_size.x * 0.25f;-                const float visible_width = inner_size.x - style.FramePadding.x;-                if (cursor_offset.x < state->ScrollX)-                    state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x));-                else if (cursor_offset.x - visible_width >= state->ScrollX)-                    state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x);-            }-            else-            {-                state->ScrollX = 0.0f;-            }--            // Vertical scroll-            if (is_multiline)-            {-                // Test if cursor is vertically visible-                if (cursor_offset.y - g.FontSize < scroll_y)-                    scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);-                else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)-                    scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;-                const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);-                scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);-                draw_pos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag-                draw_window->Scroll.y = scroll_y;-            }--            state->CursorFollow = false;-        }--        // Draw selection-        const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f);-        if (render_selection)-        {-            const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);-            const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end);--            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.-            float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.-            float bg_offy_dn = is_multiline ? 0.0f : 2.0f;-            ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;-            for (const ImWchar* p = text_selected_begin; p < text_selected_end; )-            {-                if (rect_pos.y > clip_rect.w + g.FontSize)-                    break;-                if (rect_pos.y < clip_rect.y)-                {-                    //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p);  // FIXME-OPT: Could use this when wchar_t are 16-bit-                    //p = p ? p + 1 : text_selected_end;-                    while (p < text_selected_end)-                        if (*p++ == '\n')-                            break;-                }-                else-                {-                    ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);-                    if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines-                    ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));-                    rect.ClipWith(clip_rect);-                    if (rect.Overlaps(clip_rect))-                        draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);-                }-                rect_pos.x = draw_pos.x - draw_scroll.x;-                rect_pos.y += g.FontSize;-            }-        }--        // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.-        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)-        {-            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);-            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);-        }--        // Draw blinking cursor-        if (render_cursor)-        {-            state->CursorAnim += io.DeltaTime;-            bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;-            ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll);-            ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);-            if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))-                draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));--            // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)-            if (!is_readonly)-            {-                g.PlatformImeData.WantVisible = true;-                g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);-                g.PlatformImeData.InputLineHeight = g.FontSize;-            }-        }-    }-    else-    {-        // Render text only (no selection, no cursor)-        if (is_multiline)-            text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width-        else if (!is_displaying_hint && g.ActiveId == id)-            buf_display_end = buf_display + state->CurLenA;-        else if (!is_displaying_hint)-            buf_display_end = buf_display + strlen(buf_display);--        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)-        {-            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);-            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);-        }-    }--    if (is_password && !is_displaying_hint)-        PopFont();--    if (is_multiline)-    {-        // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)...-        Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y));-        ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;-        g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop;-        EndChild();-        item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow);-        g.CurrentItemFlags = backup_item_flags;--        // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active...-        // FIXME: This quite messy/tricky, should attempt to get rid of the child window.-        EndGroup();-        if (g.LastItemData.ID == 0)-        {-            g.LastItemData.ID = id;-            g.LastItemData.InFlags = item_data_backup.InFlags;-            g.LastItemData.StatusFlags = item_data_backup.StatusFlags;-        }-    }--    // Log as text-    if (g.LogEnabled && (!is_password || is_displaying_hint))-    {-        LogSetNextTextDecoration("{", "}");-        LogRenderedText(&draw_pos, buf_display, buf_display_end);-    }--    if (label_size.x > 0)-        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);--    if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited))-        MarkItemEdited(id);--    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);-    if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)-        return enter_pressed;-    else-        return value_changed;-}--void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)-{-#ifndef IMGUI_DISABLE_DEBUG_TOOLS-    ImGuiContext& g = *GImGui;-    ImStb::STB_TexteditState* stb_state = &state->Stb;-    ImStb::StbUndoState* undo_state = &stb_state->undostate;-    Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);-    Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end);-    Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);-    if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state-    {-        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));-        for (int n = 0; n < STB_TEXTEDIT_UNDOSTATECOUNT; n++)-        {-            ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n];-            const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' ';-            if (undo_rec_type == ' ')-                BeginDisabled();-            char buf[64] = "";-            if (undo_rec_type != ' ' && undo_rec->char_storage != -1)-                ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length);-            Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"",-                undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf);-            if (undo_rec_type == ' ')-                EndDisabled();-        }-        PopStyleVar();-    }-    EndChild();-#else-    IM_UNUSED(state);-#endif-}--//--------------------------------------------------------------------------// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.-//--------------------------------------------------------------------------// - ColorEdit3()-// - ColorEdit4()-// - ColorPicker3()-// - RenderColorRectWithAlphaCheckerboard() [Internal]-// - ColorPicker4()-// - ColorButton()-// - SetColorEditOptions()-// - ColorTooltip() [Internal]-// - ColorEditOptionsPopup() [Internal]-// - ColorPickerOptionsPopup() [Internal]-//---------------------------------------------------------------------------bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)-{-    return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);-}--// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.-// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.-static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)-{-    // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined.-    // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one.-    // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined.-    // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision.-    // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined,-    // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker.-    ImGuiContext& g = *GImGui;-    if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))-        return;--    // When S == 0, H is undefined.-    // When H == 1 it wraps around to 0.-    if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1))-        *H = g.ColorEditLastHue;--    // When V == 0, S is undefined.-    if (*V == 0.0f)-        *S = g.ColorEditLastSat;-}--// Edit colors components (each component in 0.0f..1.0f range).-// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.-// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.-bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const float square_sz = GetFrameHeight();-    const float w_full = CalcItemWidth();-    const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);-    const float w_inputs = w_full - w_button;-    const char* label_display_end = FindRenderedTextEnd(label);-    g.NextItemData.ClearFlags();--    BeginGroup();-    PushID(label);--    // If we're not showing any slider there's no point in doing any HSV conversions-    const ImGuiColorEditFlags flags_untouched = flags;-    if (flags & ImGuiColorEditFlags_NoInputs)-        flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions;--    // Context menu: display and modify options (before defaults are applied)-    if (!(flags & ImGuiColorEditFlags_NoOptions))-        ColorEditOptionsPopup(col, flags);--    // Read stored options-    if (!(flags & ImGuiColorEditFlags_DisplayMask_))-        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_);-    if (!(flags & ImGuiColorEditFlags_DataTypeMask_))-        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_);-    if (!(flags & ImGuiColorEditFlags_PickerMask_))-        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_);-    if (!(flags & ImGuiColorEditFlags_InputMask_))-        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_);-    flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_));-    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected-    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));   // Check that only 1 is selected--    const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;-    const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;-    const int components = alpha ? 4 : 3;--    // Convert to the formats we need-    float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };-    if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB))-        ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);-    else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))-    {-        // Hue is lost when converting from greyscale rgb (saturation=0). Restore it.-        ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);-        ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);-    }-    int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };--    bool value_changed = false;-    bool value_changed_as_float = false;--    const ImVec2 pos = window->DC.CursorPos;-    const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f;-    window->DC.CursorPos.x = pos.x + inputs_offset_x;--    if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)-    {-        // RGB/HSV 0..255 Sliders-        const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));-        const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));--        const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);-        static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };-        static const char* fmt_table_int[3][4] =-        {-            {   "%3d",   "%3d",   "%3d",   "%3d" }, // Short display-            { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA-            { "H:%3d", "S:%3d", "V:%3d", "A:%3d" }  // Long display for HSVA-        };-        static const char* fmt_table_float[3][4] =-        {-            {   "%0.3f",   "%0.3f",   "%0.3f",   "%0.3f" }, // Short display-            { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA-            { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" }  // Long display for HSVA-        };-        const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1;--        for (int n = 0; n < components; n++)-        {-            if (n > 0)-                SameLine(0, style.ItemInnerSpacing.x);-            SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last);--            // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0.-            if (flags & ImGuiColorEditFlags_Float)-            {-                value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);-                value_changed_as_float |= value_changed;-            }-            else-            {-                value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);-            }-            if (!(flags & ImGuiColorEditFlags_NoOptions))-                OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);-        }-    }-    else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)-    {-        // RGB Hexadecimal Input-        char buf[64];-        if (alpha)-            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255));-        else-            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255));-        SetNextItemWidth(w_inputs);-        if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))-        {-            value_changed = true;-            char* p = buf;-            while (*p == '#' || ImCharIsBlankA(*p))-                p++;-            i[0] = i[1] = i[2] = 0;-            i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha)-            int r;-            if (alpha)-                r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)-            else-                r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);-            IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'.-        }-        if (!(flags & ImGuiColorEditFlags_NoOptions))-            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);-    }--    ImGuiWindow* picker_active_window = NULL;-    if (!(flags & ImGuiColorEditFlags_NoSmallPreview))-    {-        const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x;-        window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y);--        const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);-        if (ColorButton("##ColorButton", col_v4, flags))-        {-            if (!(flags & ImGuiColorEditFlags_NoPicker))-            {-                // Store current color and open a picker-                g.ColorPickerRef = col_v4;-                OpenPopup("picker");-                SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y));-            }-        }-        if (!(flags & ImGuiColorEditFlags_NoOptions))-            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);--        if (BeginPopup("picker"))-        {-            picker_active_window = g.CurrentWindow;-            if (label != label_display_end)-            {-                TextEx(label, label_display_end);-                Spacing();-            }-            ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;-            ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;-            SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?-            value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);-            EndPopup();-        }-    }--    if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))-    {-        SameLine(0.0f, style.ItemInnerSpacing.x);-        TextEx(label, label_display_end);-    }--    // Convert back-    if (value_changed && picker_active_window == NULL)-    {-        if (!value_changed_as_float)-            for (int n = 0; n < 4; n++)-                f[n] = i[n] / 255.0f;-        if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))-        {-            g.ColorEditLastHue = f[0];-            g.ColorEditLastSat = f[1];-            ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);-            g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));-        }-        if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))-            ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);--        col[0] = f[0];-        col[1] = f[1];-        col[2] = f[2];-        if (alpha)-            col[3] = f[3];-    }--    PopID();-    EndGroup();--    // Drag and Drop Target-    // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.-    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())-    {-        bool accepted_drag_drop = false;-        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))-        {-            memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512-            value_changed = accepted_drag_drop = true;-        }-        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))-        {-            memcpy((float*)col, payload->Data, sizeof(float) * components);-            value_changed = accepted_drag_drop = true;-        }--        // Drag-drop payloads are always RGB-        if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV))-            ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]);-        EndDragDropTarget();-    }--    // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().-    if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)-        g.LastItemData.ID = g.ActiveId;--    if (value_changed)-        MarkItemEdited(g.LastItemData.ID);--    return value_changed;-}--bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)-{-    float col4[4] = { col[0], col[1], col[2], 1.0f };-    if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))-        return false;-    col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];-    return true;-}--// Helper for ColorPicker4()-static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)-{-    ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);-    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1,         pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));-    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x,             pos.y), half_sz,                              ImGuiDir_Right, IM_COL32(255,255,255,alpha8));-    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left,  IM_COL32(0,0,0,alpha8));-    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x,     pos.y), half_sz,                              ImGuiDir_Left,  IM_COL32(255,255,255,alpha8));-}--// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.-// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)-// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)-// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)-bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImDrawList* draw_list = window->DrawList;-    ImGuiStyle& style = g.Style;-    ImGuiIO& io = g.IO;--    const float width = CalcItemWidth();-    g.NextItemData.ClearFlags();--    PushID(label);-    BeginGroup();--    if (!(flags & ImGuiColorEditFlags_NoSidePreview))-        flags |= ImGuiColorEditFlags_NoSmallPreview;--    // Context menu: display and store options.-    if (!(flags & ImGuiColorEditFlags_NoOptions))-        ColorPickerOptionsPopup(col, flags);--    // Read stored options-    if (!(flags & ImGuiColorEditFlags_PickerMask_))-        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_;-    if (!(flags & ImGuiColorEditFlags_InputMask_))-        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_;-    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected-    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));  // Check that only 1 is selected-    if (!(flags & ImGuiColorEditFlags_NoOptions))-        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);--    // Setup-    int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;-    bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);-    ImVec2 picker_pos = window->DC.CursorPos;-    float square_sz = GetFrameHeight();-    float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars-    float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box-    float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;-    float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;-    float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f);--    float backup_initial_col[4];-    memcpy(backup_initial_col, col, components * sizeof(float));--    float wheel_thickness = sv_picker_size * 0.08f;-    float wheel_r_outer = sv_picker_size * 0.50f;-    float wheel_r_inner = wheel_r_outer - wheel_thickness;-    ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f);--    // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.-    float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);-    ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.-    ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.-    ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.--    float H = col[0], S = col[1], V = col[2];-    float R = col[0], G = col[1], B = col[2];-    if (flags & ImGuiColorEditFlags_InputRGB)-    {-        // Hue is lost when converting from greyscale rgb (saturation=0). Restore it.-        ColorConvertRGBtoHSV(R, G, B, H, S, V);-        ColorEditRestoreHS(col, &H, &S, &V);-    }-    else if (flags & ImGuiColorEditFlags_InputHSV)-    {-        ColorConvertHSVtoRGB(H, S, V, R, G, B);-    }--    bool value_changed = false, value_changed_h = false, value_changed_sv = false;--    PushItemFlag(ImGuiItemFlags_NoNav, true);-    if (flags & ImGuiColorEditFlags_PickerHueWheel)-    {-        // Hue wheel + SV triangle logic-        InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));-        if (IsItemActive())-        {-            ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;-            ImVec2 current_off = g.IO.MousePos - wheel_center;-            float initial_dist2 = ImLengthSqr(initial_off);-            if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1))-            {-                // Interactive with Hue wheel-                H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f;-                if (H < 0.0f)-                    H += 1.0f;-                value_changed = value_changed_h = true;-            }-            float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);-            float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);-            if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))-            {-                // Interacting with SV triangle-                ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);-                if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))-                    current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);-                float uu, vv, ww;-                ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);-                V = ImClamp(1.0f - vv, 0.0001f, 1.0f);-                S = ImClamp(uu / V, 0.0001f, 1.0f);-                value_changed = value_changed_sv = true;-            }-        }-        if (!(flags & ImGuiColorEditFlags_NoOptions))-            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);-    }-    else if (flags & ImGuiColorEditFlags_PickerHueBar)-    {-        // SV rectangle logic-        InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));-        if (IsItemActive())-        {-            S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));-            V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));--            // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.-            if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))-                H = g.ColorEditLastHue;-            value_changed = value_changed_sv = true;-        }-        if (!(flags & ImGuiColorEditFlags_NoOptions))-            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);--        // Hue bar logic-        SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));-        InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));-        if (IsItemActive())-        {-            H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));-            value_changed = value_changed_h = true;-        }-    }--    // Alpha bar logic-    if (alpha_bar)-    {-        SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));-        InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));-        if (IsItemActive())-        {-            col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));-            value_changed = true;-        }-    }-    PopItemFlag(); // ImGuiItemFlags_NoNav--    if (!(flags & ImGuiColorEditFlags_NoSidePreview))-    {-        SameLine(0, style.ItemInnerSpacing.x);-        BeginGroup();-    }--    if (!(flags & ImGuiColorEditFlags_NoLabel))-    {-        const char* label_display_end = FindRenderedTextEnd(label);-        if (label != label_display_end)-        {-            if ((flags & ImGuiColorEditFlags_NoSidePreview))-                SameLine(0, style.ItemInnerSpacing.x);-            TextEx(label, label_display_end);-        }-    }--    if (!(flags & ImGuiColorEditFlags_NoSidePreview))-    {-        PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);-        ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);-        if ((flags & ImGuiColorEditFlags_NoLabel))-            Text("Current");--        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip;-        ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2));-        if (ref_col != NULL)-        {-            Text("Original");-            ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);-            if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)))-            {-                memcpy(col, ref_col, components * sizeof(float));-                value_changed = true;-            }-        }-        PopItemFlag();-        EndGroup();-    }--    // Convert back color to RGB-    if (value_changed_h || value_changed_sv)-    {-        if (flags & ImGuiColorEditFlags_InputRGB)-        {-            ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);-            g.ColorEditLastHue = H;-            g.ColorEditLastSat = S;-            g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));-        }-        else if (flags & ImGuiColorEditFlags_InputHSV)-        {-            col[0] = H;-            col[1] = S;-            col[2] = V;-        }-    }--    // R,G,B and H,S,V slider color editor-    bool value_changed_fix_hue_wrap = false;-    if ((flags & ImGuiColorEditFlags_NoInputs) == 0)-    {-        PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);-        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;-        ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;-        if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)-            if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))-            {-                // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.-                // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)-                value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);-                value_changed = true;-            }-        if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)-            value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV);-        if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)-            value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex);-        PopItemWidth();-    }--    // Try to cancel hue wrap (after ColorEdit4 call), if any-    if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB))-    {-        float new_H, new_S, new_V;-        ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);-        if (new_H <= 0 && H > 0)-        {-            if (new_V <= 0 && V != new_V)-                ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);-            else if (new_S <= 0)-                ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);-        }-    }--    if (value_changed)-    {-        if (flags & ImGuiColorEditFlags_InputRGB)-        {-            R = col[0];-            G = col[1];-            B = col[2];-            ColorConvertRGBtoHSV(R, G, B, H, S, V);-            ColorEditRestoreHS(col, &H, &S, &V);   // Fix local Hue as display below will use it immediately.-        }-        else if (flags & ImGuiColorEditFlags_InputHSV)-        {-            H = col[0];-            S = col[1];-            V = col[2];-            ColorConvertHSVtoRGB(H, S, V, R, G, B);-        }-    }--    const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);-    const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);-    const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);-    const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);-    const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };--    ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);-    ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);-    ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!--    ImVec2 sv_cursor_pos;--    if (flags & ImGuiColorEditFlags_PickerHueWheel)-    {-        // Render Hue Wheel-        const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).-        const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);-        for (int n = 0; n < 6; n++)-        {-            const float a0 = (n)     /6.0f * 2.0f * IM_PI - aeps;-            const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;-            const int vert_start_idx = draw_list->VtxBuffer.Size;-            draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);-            draw_list->PathStroke(col_white, 0, wheel_thickness);-            const int vert_end_idx = draw_list->VtxBuffer.Size;--            // Paint colors over existing vertices-            ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);-            ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);-            ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]);-        }--        // Render Cursor + preview on Hue Wheel-        float cos_hue_angle = ImCos(H * 2.0f * IM_PI);-        float sin_hue_angle = ImSin(H * 2.0f * IM_PI);-        ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f);-        float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;-        int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);-        draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);-        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments);-        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);--        // Render SV triangle (rotated according to hue)-        ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);-        ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);-        ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);-        ImVec2 uv_white = GetFontTexUvWhitePixel();-        draw_list->PrimReserve(6, 6);-        draw_list->PrimVtx(tra, uv_white, hue_color32);-        draw_list->PrimVtx(trb, uv_white, hue_color32);-        draw_list->PrimVtx(trc, uv_white, col_white);-        draw_list->PrimVtx(tra, uv_white, 0);-        draw_list->PrimVtx(trb, uv_white, col_black);-        draw_list->PrimVtx(trc, uv_white, 0);-        draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);-        sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));-    }-    else if (flags & ImGuiColorEditFlags_PickerHueBar)-    {-        // Render SV Square-        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);-        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);-        RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);-        sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S)     * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much-        sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);--        // Render Hue Bar-        for (int i = 0; i < 6; ++i)-            draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);-        float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size);-        RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);-        RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);-    }--    // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)-    float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;-    draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12);-    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12);-    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12);--    // Render alpha bar-    if (alpha_bar)-    {-        float alpha = ImSaturate(col[3]);-        ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);-        RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));-        draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);-        float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);-        RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);-        RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);-    }--    EndGroup();--    if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)-        value_changed = false;-    if (value_changed)-        MarkItemEdited(g.LastItemData.ID);--    PopID();--    return value_changed;-}--// A little color square. Return true when clicked.-// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.-// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.-// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.-bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiID id = window->GetID(desc_id);-    const float default_size = GetFrameHeight();-    const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y);-    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);-    ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);-    if (!ItemAdd(bb, id))-        return false;--    bool hovered, held;-    bool pressed = ButtonBehavior(bb, id, &hovered, &held);--    if (flags & ImGuiColorEditFlags_NoAlpha)-        flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);--    ImVec4 col_rgb = col;-    if (flags & ImGuiColorEditFlags_InputHSV)-        ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z);--    ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f);-    float grid_step = ImMin(size.x, size.y) / 2.99f;-    float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);-    ImRect bb_inner = bb;-    float off = 0.0f;-    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)-    {-        off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.-        bb_inner.Expand(off);-    }-    if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)-    {-        float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);-        RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);-        window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);-    }-    else-    {-        // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha-        ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha;-        if (col_source.w < 1.0f)-            RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);-        else-            window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);-    }-    RenderNavHighlight(bb, id);-    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)-    {-        if (g.Style.FrameBorderSize > 0.0f)-            RenderFrameBorder(bb.Min, bb.Max, rounding);-        else-            window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border-    }--    // Drag and Drop Source-    // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.-    if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())-    {-        if (flags & ImGuiColorEditFlags_NoAlpha)-            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once);-        else-            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once);-        ColorButton(desc_id, col, flags);-        SameLine();-        TextEx("Color");-        EndDragDropSource();-    }--    // Tooltip-    if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)-        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));--    return pressed;-}--// Initialize/override default color options-void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)-{-    ImGuiContext& g = *GImGui;-    if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0)-        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_;-    if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0)-        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_;-    if ((flags & ImGuiColorEditFlags_PickerMask_) == 0)-        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_;-    if ((flags & ImGuiColorEditFlags_InputMask_) == 0)-        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_;-    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_));    // Check only 1 option is selected-    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_));   // Check only 1 option is selected-    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_));     // Check only 1 option is selected-    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));      // Check only 1 option is selected-    g.ColorEditOptions = flags;-}--// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.-void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)-{-    ImGuiContext& g = *GImGui;--    BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);-    const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;-    if (text_end > text)-    {-        TextEx(text, text_end);-        Separator();-    }--    ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);-    ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);-    int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);-    ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);-    SameLine();-    if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_))-    {-        if (flags & ImGuiColorEditFlags_NoAlpha)-            Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);-        else-            Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);-    }-    else if (flags & ImGuiColorEditFlags_InputHSV)-    {-        if (flags & ImGuiColorEditFlags_NoAlpha)-            Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]);-        else-            Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]);-    }-    EndTooltip();-}--void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)-{-    bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_);-    bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_);-    if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context"))-        return;-    ImGuiContext& g = *GImGui;-    ImGuiColorEditFlags opts = g.ColorEditOptions;-    if (allow_opt_inputs)-    {-        if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB;-        if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV;-        if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex;-    }-    if (allow_opt_datatype)-    {-        if (allow_opt_inputs) Separator();-        if (RadioButton("0..255",     (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8;-        if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float;-    }--    if (allow_opt_inputs || allow_opt_datatype)-        Separator();-    if (Button("Copy as..", ImVec2(-1, 0)))-        OpenPopup("Copy");-    if (BeginPopup("Copy"))-    {-        int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);-        char buf[64];-        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);-        if (Selectable(buf))-            SetClipboardText(buf);-        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);-        if (Selectable(buf))-            SetClipboardText(buf);-        ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb);-        if (Selectable(buf))-            SetClipboardText(buf);-        if (!(flags & ImGuiColorEditFlags_NoAlpha))-        {-            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca);-            if (Selectable(buf))-                SetClipboardText(buf);-        }-        EndPopup();-    }--    g.ColorEditOptions = opts;-    EndPopup();-}--void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags)-{-    bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_);-    bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);-    if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context"))-        return;-    ImGuiContext& g = *GImGui;-    if (allow_opt_picker)-    {-        ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function-        PushItemWidth(picker_size.x);-        for (int picker_type = 0; picker_type < 2; picker_type++)-        {-            // Draw small/thumbnail version of each picker type (over an invisible button for selection)-            if (picker_type > 0) Separator();-            PushID(picker_type);-            ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha);-            if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;-            if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;-            ImVec2 backup_pos = GetCursorScreenPos();-            if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup-                g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_);-            SetCursorScreenPos(backup_pos);-            ImVec4 previewing_ref_col;-            memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));-            ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags);-            PopID();-        }-        PopItemWidth();-    }-    if (allow_opt_alpha_bar)-    {-        if (allow_opt_picker) Separator();-        CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);-    }-    EndPopup();-}--//--------------------------------------------------------------------------// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.-//--------------------------------------------------------------------------// - TreeNode()-// - TreeNodeV()-// - TreeNodeEx()-// - TreeNodeExV()-// - TreeNodeBehavior() [Internal]-// - TreePush()-// - TreePop()-// - GetTreeNodeToLabelSpacing()-// - SetNextItemOpen()-// - CollapsingHeader()-//---------------------------------------------------------------------------bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    bool is_open = TreeNodeExV(str_id, 0, fmt, args);-    va_end(args);-    return is_open;-}--bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);-    va_end(args);-    return is_open;-}--bool ImGui::TreeNode(const char* label)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;-    return TreeNodeBehavior(window->GetID(label), 0, label, NULL);-}--bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)-{-    return TreeNodeExV(str_id, 0, fmt, args);-}--bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)-{-    return TreeNodeExV(ptr_id, 0, fmt, args);-}--bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    return TreeNodeBehavior(window->GetID(label), flags, label, NULL);-}--bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    bool is_open = TreeNodeExV(str_id, flags, fmt, args);-    va_end(args);-    return is_open;-}--bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)-{-    va_list args;-    va_start(args, fmt);-    bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);-    va_end(args);-    return is_open;-}--bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    const char* label, *label_end;-    ImFormatStringToTempBufferV(&label, &label_end, fmt, args);-    return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end);-}--bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    const char* label, *label_end;-    ImFormatStringToTempBufferV(&label, &label_end, fmt, args);-    return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end);-}--bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)-{-    if (flags & ImGuiTreeNodeFlags_Leaf)-        return true;--    // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function)-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    ImGuiStorage* storage = window->DC.StateStorage;--    bool is_open;-    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen)-    {-        if (g.NextItemData.OpenCond & ImGuiCond_Always)-        {-            is_open = g.NextItemData.OpenVal;-            storage->SetInt(id, is_open);-        }-        else-        {-            // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.-            const int stored_value = storage->GetInt(id, -1);-            if (stored_value == -1)-            {-                is_open = g.NextItemData.OpenVal;-                storage->SetInt(id, is_open);-            }-            else-            {-                is_open = stored_value != 0;-            }-        }-    }-    else-    {-        is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;-    }--    // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).-    // NB- If we are above max depth we still allow manually opened nodes to be logged.-    if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand)-        is_open = true;--    return is_open;-}--bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;-    const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));--    if (!label_end)-        label_end = FindRenderedTextEnd(label);-    const ImVec2 label_size = CalcTextSize(label, label_end, false);--    // We vertically grow up to current line height up the typical widget height.-    const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);-    ImRect frame_bb;-    frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;-    frame_bb.Min.y = window->DC.CursorPos.y;-    frame_bb.Max.x = window->WorkRect.Max.x;-    frame_bb.Max.y = window->DC.CursorPos.y + frame_height;-    if (display_frame)-    {-        // Framed header expand a little outside the default padding, to the edge of InnerClipRect-        // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)-        frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f);-        frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f);-    }--    const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2);           // Collapser arrow width + Spacing-    const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset);                    // Latch before ItemSize changes it-    const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f);  // Include collapser-    ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);-    ItemSize(ImVec2(text_width, frame_height), padding.y);--    // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing-    ImRect interact_bb = frame_bb;-    if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)-        interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;--    // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.-    // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().-    // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.-    const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;-    bool is_open = TreeNodeBehaviorIsOpen(id, flags);-    if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))-        window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);--    bool item_add = ItemAdd(interact_bb, id);-    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;-    g.LastItemData.DisplayRect = frame_bb;--    if (!item_add)-    {-        if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))-            TreePushOverrideID(id);-        IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));-        return is_open;-    }--    ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;-    if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)-        button_flags |= ImGuiButtonFlags_AllowItemOverlap;-    if (!is_leaf)-        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;--    // We allow clicking on the arrow section with keyboard modifiers held, in order to easily-    // allow browsing a tree while preserving selection with code implementing multi-selection patterns.-    // When clicking on the rest of the tree node we always disallow keyboard modifiers.-    const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x;-    const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x;-    const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2);-    if (window != g.HoveredWindow || !is_mouse_x_over_arrow)-        button_flags |= ImGuiButtonFlags_NoKeyModifiers;--    // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.-    // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.-    // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)-    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)-    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)-    // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)-    // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)-    // It is rather standard that arrow click react on Down rather than Up.-    // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.-    if (is_mouse_x_over_arrow)-        button_flags |= ImGuiButtonFlags_PressedOnClick;-    else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)-        button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;-    else-        button_flags |= ImGuiButtonFlags_PressedOnClickRelease;--    bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;-    const bool was_selected = selected;--    bool hovered, held;-    bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);-    bool toggled = false;-    if (!is_leaf)-    {-        if (pressed && g.DragDropHoldJustPressedId != id)-        {-            if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))-                toggled = true;-            if (flags & ImGuiTreeNodeFlags_OpenOnArrow)-                toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job-            if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)-                toggled = true;-        }-        else if (pressed && g.DragDropHoldJustPressedId == id)-        {-            IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);-            if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.-                toggled = true;-        }--        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)-        {-            toggled = true;-            NavMoveRequestCancel();-        }-        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?-        {-            toggled = true;-            NavMoveRequestCancel();-        }--        if (toggled)-        {-            is_open = !is_open;-            window->DC.StateStorage->SetInt(id, is_open);-            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen;-        }-    }-    if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)-        SetItemAllowOverlap();--    // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.-    if (selected != was_selected) //-V547-        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;--    // Render-    const ImU32 text_col = GetColorU32(ImGuiCol_Text);-    ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;-    if (display_frame)-    {-        // Framed type-        const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);-        RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);-        RenderNavHighlight(frame_bb, id, nav_highlight_flags);-        if (flags & ImGuiTreeNodeFlags_Bullet)-            RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);-        else if (!is_leaf)-            RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);-        else // Leaf without bullet, left-adjusted text-            text_pos.x -= text_offset_x;-        if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)-            frame_bb.Max.x -= g.FontSize + style.FramePadding.x;--        if (g.LogEnabled)-            LogSetNextTextDecoration("###", "###");-        RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);-    }-    else-    {-        // Unframed typed for tree nodes-        if (hovered || selected)-        {-            const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);-            RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);-        }-        RenderNavHighlight(frame_bb, id, nav_highlight_flags);-        if (flags & ImGuiTreeNodeFlags_Bullet)-            RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);-        else if (!is_leaf)-            RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);-        if (g.LogEnabled)-            LogSetNextTextDecoration(">", NULL);-        RenderText(text_pos, label, label_end, false);-    }--    if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))-        TreePushOverrideID(id);-    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));-    return is_open;-}--void ImGui::TreePush(const char* str_id)-{-    ImGuiWindow* window = GetCurrentWindow();-    Indent();-    window->DC.TreeDepth++;-    PushID(str_id);-}--void ImGui::TreePush(const void* ptr_id)-{-    ImGuiWindow* window = GetCurrentWindow();-    Indent();-    window->DC.TreeDepth++;-    PushID(ptr_id);-}--void ImGui::TreePushOverrideID(ImGuiID id)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    Indent();-    window->DC.TreeDepth++;-    PushOverrideID(id);-}--void ImGui::TreePop()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    Unindent();--    window->DC.TreeDepth--;-    ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);--    // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)-    if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())-        if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask))-        {-            SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect());-            NavMoveRequestCancel();-        }-    window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;--    IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.-    PopID();-}--// Horizontal distance preceding label when using TreeNode() or Bullet()-float ImGui::GetTreeNodeToLabelSpacing()-{-    ImGuiContext& g = *GImGui;-    return g.FontSize + (g.Style.FramePadding.x * 2.0f);-}--// Set next TreeNode/CollapsingHeader open state.-void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)-{-    ImGuiContext& g = *GImGui;-    if (g.CurrentWindow->SkipItems)-        return;-    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen;-    g.NextItemData.OpenVal = is_open;-    g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always;-}--// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).-// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().-bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label);-}--// p_visible == NULL                        : regular collapsing header-// p_visible != NULL && *p_visible == true  : show a small close button on the corner of the header, clicking the button will set *p_visible = false-// p_visible != NULL && *p_visible == false : do not show the header at all-// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen.-bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    if (p_visible && !*p_visible)-        return false;--    ImGuiID id = window->GetID(label);-    flags |= ImGuiTreeNodeFlags_CollapsingHeader;-    if (p_visible)-        flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;-    bool is_open = TreeNodeBehavior(id, flags, label);-    if (p_visible != NULL)-    {-        // Create a small overlapping close button-        // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.-        // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.-        ImGuiContext& g = *GImGui;-        ImGuiLastItemData last_item_backup = g.LastItemData;-        float button_size = g.FontSize;-        float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size);-        float button_y = g.LastItemData.Rect.Min.y;-        ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);-        if (CloseButton(close_button_id, ImVec2(button_x, button_y)))-            *p_visible = false;-        g.LastItemData = last_item_backup;-    }--    return is_open;-}--//--------------------------------------------------------------------------// [SECTION] Widgets: Selectable-//--------------------------------------------------------------------------// - Selectable()-//---------------------------------------------------------------------------// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.-// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.-// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags.-// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.-bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;--    // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.-    ImGuiID id = window->GetID(label);-    ImVec2 label_size = CalcTextSize(label, NULL, true);-    ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);-    ImVec2 pos = window->DC.CursorPos;-    pos.y += window->DC.CurrLineTextBaseOffset;-    ItemSize(size, 0.0f);--    // Fill horizontal space-    // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets.-    const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;-    const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;-    const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;-    if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))-        size.x = ImMax(label_size.x, max_x - min_x);--    // Text stays at the submission position, but bounding box may be extended on both sides-    const ImVec2 text_min = pos;-    const ImVec2 text_max(min_x + size.x, pos.y + size.y);--    // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.-    ImRect bb(min_x, pos.y, text_max.x, text_max.y);-    if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)-    {-        const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;-        const float spacing_y = style.ItemSpacing.y;-        const float spacing_L = IM_FLOOR(spacing_x * 0.50f);-        const float spacing_U = IM_FLOOR(spacing_y * 0.50f);-        bb.Min.x -= spacing_L;-        bb.Min.y -= spacing_U;-        bb.Max.x += (spacing_x - spacing_L);-        bb.Max.y += (spacing_y - spacing_U);-    }-    //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }--    // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable..-    const float backup_clip_rect_min_x = window->ClipRect.Min.x;-    const float backup_clip_rect_max_x = window->ClipRect.Max.x;-    if (span_all_columns)-    {-        window->ClipRect.Min.x = window->ParentWorkRect.Min.x;-        window->ClipRect.Max.x = window->ParentWorkRect.Max.x;-    }--    const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;-    const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None);-    if (span_all_columns)-    {-        window->ClipRect.Min.x = backup_clip_rect_min_x;-        window->ClipRect.Max.x = backup_clip_rect_max_x;-    }--    if (!item_add)-        return false;--    const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;-    if (disabled_item && !disabled_global) // Only testing this as an optimization-        BeginDisabled();--    // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,-    // which would be advantageous since most selectable are not selected.-    if (span_all_columns && window->DC.CurrentColumns)-        PushColumnsBackground();-    else if (span_all_columns && g.CurrentTable)-        TablePushBackgroundChannel();--    // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries-    ImGuiButtonFlags button_flags = 0;-    if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }-    if (flags & ImGuiSelectableFlags_SelectOnClick)     { button_flags |= ImGuiButtonFlags_PressedOnClick; }-    if (flags & ImGuiSelectableFlags_SelectOnRelease)   { button_flags |= ImGuiButtonFlags_PressedOnRelease; }-    if (flags & ImGuiSelectableFlags_AllowDoubleClick)  { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }-    if (flags & ImGuiSelectableFlags_AllowItemOverlap)  { button_flags |= ImGuiButtonFlags_AllowItemOverlap; }--    const bool was_selected = selected;-    bool hovered, held;-    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);--    // Auto-select when moved into-    // - This will be more fully fleshed in the range-select branch-    // - This is not exposed as it won't nicely work with some user side handling of shift/control-    // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons-    //   - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())-    //   - (2) usage will fail with clipped items-    //   The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.-    if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent)-        if (g.NavJustMovedToId == id)-            selected = pressed = true;--    // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard-    if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))-    {-        if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)-        {-            SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect)-            g.NavDisableHighlight = true;-        }-    }-    if (pressed)-        MarkItemEdited(id);--    if (flags & ImGuiSelectableFlags_AllowItemOverlap)-        SetItemAllowOverlap();--    // In this branch, Selectable() cannot toggle the selection so this will never trigger.-    if (selected != was_selected) //-V547-        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;--    // Render-    if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld))-        hovered = true;-    if (hovered || selected)-    {-        const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);-        RenderFrame(bb.Min, bb.Max, col, false, 0.0f);-    }-    RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);--    if (span_all_columns && window->DC.CurrentColumns)-        PopColumnsBackground();-    else if (span_all_columns && g.CurrentTable)-        TablePopBackgroundChannel();--    RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);--    // Automatically close popups-    if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup))-        CloseCurrentPopup();--    if (disabled_item && !disabled_global)-        EndDisabled();--    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);-    return pressed; //-V1020-}--bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)-{-    if (Selectable(label, *p_selected, flags, size_arg))-    {-        *p_selected = !*p_selected;-        return true;-    }-    return false;-}--//--------------------------------------------------------------------------// [SECTION] Widgets: ListBox-//--------------------------------------------------------------------------// - BeginListBox()-// - EndListBox()-// - ListBox()-//---------------------------------------------------------------------------// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty"-// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height).-bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    const ImGuiStyle& style = g.Style;-    const ImGuiID id = GetID(label);-    const ImVec2 label_size = CalcTextSize(label, NULL, true);--    // Size default to hold ~7.25 items.-    // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.-    ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));-    ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));-    ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);-    ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));-    g.NextItemData.ClearFlags();--    if (!IsRectVisible(bb.Min, bb.Max))-    {-        ItemSize(bb.GetSize(), style.FramePadding.y);-        ItemAdd(bb, 0, &frame_bb);-        return false;-    }--    // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well.-    BeginGroup();-    if (label_size.x > 0.0f)-    {-        ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y);-        RenderText(label_pos, label);-        window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size);-    }--    BeginChildFrame(id, frame_bb.GetSize());-    return true;-}--#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS-// OBSOLETED in 1.81 (from February 2021)-bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)-{-    // If height_in_items == -1, default height is maximum 7.-    ImGuiContext& g = *GImGui;-    float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f;-    ImVec2 size;-    size.x = 0.0f;-    size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f;-    return BeginListBox(label, size);-}-#endif--void ImGui::EndListBox()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?");-    IM_UNUSED(window);--    EndChildFrame();-    EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label-}--bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)-{-    const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);-    return value_changed;-}--// This is merely a helper around BeginListBox(), EndListBox().-// Considering using those directly to submit custom data or store selection differently.-bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)-{-    ImGuiContext& g = *GImGui;--    // Calculate size from "height_in_items"-    if (height_in_items < 0)-        height_in_items = ImMin(items_count, 7);-    float height_in_items_f = height_in_items + 0.25f;-    ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));--    if (!BeginListBox(label, size))-        return false;--    // Assume all items have even height (= 1 line of text). If you need items of different height,-    // you can create a custom version of ListBox() in your code without using the clipper.-    bool value_changed = false;-    ImGuiListClipper clipper;-    clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.-    while (clipper.Step())-        for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)-        {-            const char* item_text;-            if (!items_getter(data, i, &item_text))-                item_text = "*Unknown item*";--            PushID(i);-            const bool item_selected = (i == *current_item);-            if (Selectable(item_text, item_selected))-            {-                *current_item = i;-                value_changed = true;-            }-            if (item_selected)-                SetItemDefaultFocus();-            PopID();-        }-    EndListBox();--    if (value_changed)-        MarkItemEdited(g.LastItemData.ID);--    return value_changed;-}--//--------------------------------------------------------------------------// [SECTION] Widgets: PlotLines, PlotHistogram-//--------------------------------------------------------------------------// - PlotEx() [Internal]-// - PlotLines()-// - PlotHistogram()-//--------------------------------------------------------------------------// Plot/Graph widgets are not very good.-// Consider writing your own, or using a third-party one, see:-// - ImPlot https://github.com/epezent/implot-// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions-//---------------------------------------------------------------------------int ImGui::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)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return -1;--    const ImGuiStyle& style = g.Style;-    const ImGuiID id = window->GetID(label);--    const ImVec2 label_size = CalcTextSize(label, NULL, true);-    if (frame_size.x == 0.0f)-        frame_size.x = CalcItemWidth();-    if (frame_size.y == 0.0f)-        frame_size.y = label_size.y + (style.FramePadding.y * 2);--    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);-    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);-    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));-    ItemSize(total_bb, style.FramePadding.y);-    if (!ItemAdd(total_bb, 0, &frame_bb))-        return -1;-    const bool hovered = ItemHoverable(frame_bb, id);--    // Determine scale from values if not specified-    if (scale_min == FLT_MAX || scale_max == FLT_MAX)-    {-        float v_min = FLT_MAX;-        float v_max = -FLT_MAX;-        for (int i = 0; i < values_count; i++)-        {-            const float v = values_getter(data, i);-            if (v != v) // Ignore NaN values-                continue;-            v_min = ImMin(v_min, v);-            v_max = ImMax(v_max, v);-        }-        if (scale_min == FLT_MAX)-            scale_min = v_min;-        if (scale_max == FLT_MAX)-            scale_max = v_max;-    }--    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);--    const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;-    int idx_hovered = -1;-    if (values_count >= values_count_min)-    {-        int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);-        int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);--        // Tooltip on hover-        if (hovered && inner_bb.Contains(g.IO.MousePos))-        {-            const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);-            const int v_idx = (int)(t * item_count);-            IM_ASSERT(v_idx >= 0 && v_idx < values_count);--            const float v0 = values_getter(data, (v_idx + values_offset) % values_count);-            const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);-            if (plot_type == ImGuiPlotType_Lines)-                SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1);-            else if (plot_type == ImGuiPlotType_Histogram)-                SetTooltip("%d: %8.4g", v_idx, v0);-            idx_hovered = v_idx;-        }--        const float t_step = 1.0f / (float)res_w;-        const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));--        float v0 = values_getter(data, (0 + values_offset) % values_count);-        float t0 = 0.0f;-        ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) );                       // Point in the normalized space of our target rectangle-        float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f);   // Where does the zero line stands--        const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);-        const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);--        for (int n = 0; n < res_w; n++)-        {-            const float t1 = t0 + t_step;-            const int v1_idx = (int)(t0 * item_count + 0.5f);-            IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);-            const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);-            const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );--            // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.-            ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);-            ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));-            if (plot_type == ImGuiPlotType_Lines)-            {-                window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);-            }-            else if (plot_type == ImGuiPlotType_Histogram)-            {-                if (pos1.x >= pos0.x + 2.0f)-                    pos1.x -= 1.0f;-                window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);-            }--            t0 = t1;-            tp0 = tp1;-        }-    }--    // Text overlay-    if (overlay_text)-        RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f));--    if (label_size.x > 0.0f)-        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);--    // Return hovered index or -1 if none are hovered.-    // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().-    return idx_hovered;-}--struct ImGuiPlotArrayGetterData-{-    const float* Values;-    int Stride;--    ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }-};--static float Plot_ArrayGetter(void* data, int idx)-{-    ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;-    const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);-    return v;-}--void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)-{-    ImGuiPlotArrayGetterData data(values, stride);-    PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);-}--void ImGui::PlotLines(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 graph_size)-{-    PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);-}--void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)-{-    ImGuiPlotArrayGetterData data(values, stride);-    PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);-}--void ImGui::PlotHistogram(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 graph_size)-{-    PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);-}--//--------------------------------------------------------------------------// [SECTION] Widgets: Value helpers-// Those is not very useful, legacy API.-//--------------------------------------------------------------------------// - Value()-//---------------------------------------------------------------------------void ImGui::Value(const char* prefix, bool b)-{-    Text("%s: %s", prefix, (b ? "true" : "false"));-}--void ImGui::Value(const char* prefix, int v)-{-    Text("%s: %d", prefix, v);-}--void ImGui::Value(const char* prefix, unsigned int v)-{-    Text("%s: %d", prefix, v);-}--void ImGui::Value(const char* prefix, float v, const char* float_format)-{-    if (float_format)-    {-        char fmt[64];-        ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);-        Text(fmt, prefix, v);-    }-    else-    {-        Text("%s: %.3f", prefix, v);-    }-}--//--------------------------------------------------------------------------// [SECTION] MenuItem, BeginMenu, EndMenu, etc.-//--------------------------------------------------------------------------// - ImGuiMenuColumns [Internal]-// - BeginMenuBar()-// - EndMenuBar()-// - BeginMainMenuBar()-// - EndMainMenuBar()-// - BeginMenu()-// - EndMenu()-// - MenuItemEx() [Internal]-// - MenuItem()-//---------------------------------------------------------------------------// Helpers for internal use-void ImGuiMenuColumns::Update(float spacing, bool window_reappearing)-{-    if (window_reappearing)-        memset(Widths, 0, sizeof(Widths));-    Spacing = (ImU16)spacing;-    CalcNextTotalWidth(true);-    memset(Widths, 0, sizeof(Widths));-    TotalWidth = NextTotalWidth;-    NextTotalWidth = 0;-}--void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets)-{-    ImU16 offset = 0;-    bool want_spacing = false;-    for (int i = 0; i < IM_ARRAYSIZE(Widths); i++)-    {-        ImU16 width = Widths[i];-        if (want_spacing && width > 0)-            offset += Spacing;-        want_spacing |= (width > 0);-        if (update_offsets)-        {-            if (i == 1) { OffsetLabel = offset; }-            if (i == 2) { OffsetShortcut = offset; }-            if (i == 3) { OffsetMark = offset; }-        }-        offset += width;-    }-    NextTotalWidth = offset;-}--float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark)-{-    Widths[0] = ImMax(Widths[0], (ImU16)w_icon);-    Widths[1] = ImMax(Widths[1], (ImU16)w_label);-    Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut);-    Widths[3] = ImMax(Widths[3], (ImU16)w_mark);-    CalcNextTotalWidth(false);-    return (float)ImMax(TotalWidth, NextTotalWidth);-}--// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..-// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.-// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.-// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.-bool ImGui::BeginMenuBar()-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;-    if (!(window->Flags & ImGuiWindowFlags_MenuBar))-        return false;--    IM_ASSERT(!window->DC.MenuBarAppending);-    BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore-    PushID("##menubar");--    // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.-    // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.-    ImRect bar_rect = window->MenuBarRect();-    ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y));-    clip_rect.ClipWith(window->OuterRectClipped);-    PushClipRect(clip_rect.Min, clip_rect.Max, false);--    // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags).-    window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);-    window->DC.LayoutType = ImGuiLayoutType_Horizontal;-    window->DC.IsSameLine = false;-    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;-    window->DC.MenuBarAppending = true;-    AlignTextToFramePadding();-    return true;-}--void ImGui::EndMenuBar()-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return;-    ImGuiContext& g = *GImGui;--    // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.-    if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))-    {-        // Try to find out if the request is for one of our child menu-        ImGuiWindow* nav_earliest_child = g.NavWindow;-        while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))-            nav_earliest_child = nav_earliest_child->ParentWindow;-        if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)-        {-            // To do so we claim focus back, restore NavId and then process the movement request for yet another frame.-            // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)-            const ImGuiNavLayer layer = ImGuiNavLayer_Menu;-            IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check-            FocusWindow(window);-            SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);-            g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.-            g.NavDisableMouseHover = g.NavMousePosDirty = true;-            NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat-        }-    }--    IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"-    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);-    IM_ASSERT(window->DC.MenuBarAppending);-    PopClipRect();-    PopID();-    window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.-    g.GroupStack.back().EmitItem = false;-    EndGroup(); // Restore position on layer 0-    window->DC.LayoutType = ImGuiLayoutType_Vertical;-    window->DC.IsSameLine = false;-    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;-    window->DC.MenuBarAppending = false;-}--// Important: calling order matters!-// FIXME: Somehow overlapping with docking tech.-// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts)-bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags)-{-    IM_ASSERT(dir != ImGuiDir_None);--    ImGuiWindow* bar_window = FindWindowByName(name);-    if (bar_window == NULL || bar_window->BeginCount == 0)-    {-        // Calculate and set window size/position-        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());-        ImRect avail_rect = viewport->GetBuildWorkRect();-        ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;-        ImVec2 pos = avail_rect.Min;-        if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)-            pos[axis] = avail_rect.Max[axis] - axis_size;-        ImVec2 size = avail_rect.GetSize();-        size[axis] = axis_size;-        SetNextWindowPos(pos);-        SetNextWindowSize(size);--        // Report our size into work area (for next frame) using actual window size-        if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)-            viewport->BuildWorkOffsetMin[axis] += axis_size;-        else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)-            viewport->BuildWorkOffsetMax[axis] -= axis_size;-    }--    window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;-    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);-    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint-    bool is_open = Begin(name, NULL, window_flags);-    PopStyleVar(2);--    return is_open;-}--bool ImGui::BeginMainMenuBar()-{-    ImGuiContext& g = *GImGui;-    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();--    // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.-    // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?-    // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.-    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));-    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;-    float height = GetFrameHeight();-    bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags);-    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);--    if (is_open)-        BeginMenuBar();-    else-        End();-    return is_open;-}--void ImGui::EndMainMenuBar()-{-    EndMenuBar();--    // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window-    // FIXME: With this strategy we won't be able to restore a NULL focus.-    ImGuiContext& g = *GImGui;-    if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)-        FocusTopMostWindowUnderOne(g.NavWindow, NULL);--    End();-}--static bool IsRootOfOpenMenuSet()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu))-        return false;--    // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others-    // (e.g. inside menu bar vs loose menu items) based on parent ID.-    // This would however prevent the use of e.g. PuhsID() user code submitting menus.-    // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag,-    // making  hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects.-    // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup-    // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu.-    // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer.-    // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still-    // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart-    // it likely won't be a problem anyone runs into.-    const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];-    return (window->DC.NavLayerCurrent == upper_popup->ParentNavLayer && upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu));-}--bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    const ImGuiStyle& style = g.Style;-    const ImGuiID id = window->GetID(label);-    bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);--    // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)-    // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.-    ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;-    if (window->Flags & ImGuiWindowFlags_ChildMenu)-        flags |= ImGuiWindowFlags_ChildWindow;--    // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().-    // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.-    // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.-    if (g.MenusIdSubmittedThisFrame.contains(id))-    {-        if (menu_is_open)-            menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)-        else-            g.NextWindowData.ClearFlags();          // we behave like Begin() and need to consume those values-        return menu_is_open;-    }--    // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu-    g.MenusIdSubmittedThisFrame.push_back(id);--    ImVec2 label_size = CalcTextSize(label, NULL, true);--    // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window)-    const bool menuset_is_open = IsRootOfOpenMenuSet();-    ImGuiWindow* backed_nav_window = g.NavWindow;-    if (menuset_is_open)-        g.NavWindow = window;--    // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,-    // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().-    // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.-    ImVec2 popup_pos, pos = window->DC.CursorPos;-    PushID(label);-    if (!enabled)-        BeginDisabled();-    const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;-    bool pressed;-    const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups;-    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)-    {-        // Menu inside an horizontal menu bar-        // Selectable extend their highlight by half ItemSpacing in each direction.-        // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()-        popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());-        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);-        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));-        float w = label_size.x;-        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);-        pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, 0.0f));-        RenderText(text_pos, label);-        PopStyleVar();-        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().-    }-    else-    {-        // Menu inside a regular/vertical menu-        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.-        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.-        popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);-        float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;-        float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);-        float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame-        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);-        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);-        pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));-        RenderText(text_pos, label);-        if (icon_w > 0.0f)-            RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);-        RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);-    }-    if (!enabled)-        EndDisabled();--    const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover;-    if (menuset_is_open)-        g.NavWindow = backed_nav_window;--    bool want_open = false;-    bool want_close = false;-    if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))-    {-        // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu-        // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.-        bool moving_toward_child_menu = false;-        ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL;-        if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))-        {-            float ref_unit = g.FontSize; // FIXME-DPI-            ImRect next_window_rect = child_menu_window->Rect();-            ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);-            ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();-            ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();-            float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f);   // add a bit of extra slack.-            ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f;                     // to avoid numerical issues (FIXME: ??)-            tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f);                           // triangle has maximum height to limit the slope and the bias toward large sub-menus-            tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f);-            moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);-            //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]-        }--        // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not)-        // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon.-        // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.)-        if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu)-            want_close = true;--        // Open-        if (!menu_is_open && pressed) // Click/activate to open-            want_open = true;-        else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open-            want_open = true;-        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open-        {-            want_open = true;-            NavMoveRequestCancel();-        }-    }-    else-    {-        // Menu bar-        if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it-        {-            want_close = true;-            want_open = menu_is_open = false;-        }-        else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others-        {-            want_open = true;-        }-        else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open-        {-            want_open = true;-            NavMoveRequestCancel();-        }-    }--    if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'-        want_close = true;-    if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None))-        ClosePopupToLevel(g.BeginPopupStack.Size, true);--    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));-    PopID();--    if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)-    {-        // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.-        OpenPopup(label);-        return false;-    }--    menu_is_open |= want_open;-    if (want_open)-        OpenPopup(label);--    if (menu_is_open)-    {-        SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos.-        PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding-        menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)-        PopStyleVar();-    }-    else-    {-        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values-    }--    return menu_is_open;-}--bool ImGui::BeginMenu(const char* label, bool enabled)-{-    return BeginMenuEx(label, NULL, enabled);-}--void ImGui::EndMenu()-{-    // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu).-    // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.-    // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)-        if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window)-        {-            ClosePopupToLevel(g.BeginPopupStack.Size, true);-            NavMoveRequestCancel();-        }--    EndPopup();-}--bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled)-{-    ImGuiWindow* window = GetCurrentWindow();-    if (window->SkipItems)-        return false;--    ImGuiContext& g = *GImGui;-    ImGuiStyle& style = g.Style;-    ImVec2 pos = window->DC.CursorPos;-    ImVec2 label_size = CalcTextSize(label, NULL, true);--    const bool menuset_is_open = IsRootOfOpenMenuSet();-    ImGuiWindow* backed_nav_window = g.NavWindow;-    if (menuset_is_open)-        g.NavWindow = window;--    // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),-    // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.-    bool pressed;-    PushID(label);-    if (!enabled)-        BeginDisabled();--    const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover;-    const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;-    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)-    {-        // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful-        // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.-        float w = label_size.x;-        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);-        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);-        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));-        pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));-        PopStyleVar();-        RenderText(text_pos, label);-        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().-    }-    else-    {-        // Menu item inside a vertical menu-        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.-        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.-        float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;-        float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;-        float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);-        float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame-        float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);-        pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));-        RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);-        if (icon_w > 0.0f)-            RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);-        if (shortcut_w > 0.0f)-        {-            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);-            RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);-            PopStyleColor();-        }-        if (selected)-            RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize  * 0.866f);-    }-    IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));-    if (!enabled)-        EndDisabled();-    PopID();-    if (menuset_is_open)-        g.NavWindow = backed_nav_window;--    return pressed;-}--bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)-{-    return MenuItemEx(label, NULL, shortcut, selected, enabled);-}--bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)-{-    if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled))-    {-        if (p_selected)-            *p_selected = !*p_selected;-        return true;-    }-    return false;-}--//--------------------------------------------------------------------------// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.-//--------------------------------------------------------------------------// - BeginTabBar()-// - BeginTabBarEx() [Internal]-// - EndTabBar()-// - TabBarLayout() [Internal]-// - TabBarCalcTabID() [Internal]-// - TabBarCalcMaxTabWidth() [Internal]-// - TabBarFindTabById() [Internal]-// - TabBarRemoveTab() [Internal]-// - TabBarCloseTab() [Internal]-// - TabBarScrollClamp() [Internal]-// - TabBarScrollToTab() [Internal]-// - TabBarQueueChangeTabOrder() [Internal]-// - TabBarScrollingButtons() [Internal]-// - TabBarTabListPopupButton() [Internal]-//---------------------------------------------------------------------------struct ImGuiTabBarSection-{-    int                 TabCount;               // Number of tabs in this section.-    float               Width;                  // Sum of width of tabs in this section (after shrinking down)-    float               Spacing;                // Horizontal spacing at the end of the section.--    ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }-};--namespace ImGui-{-    static void             TabBarLayout(ImGuiTabBar* tab_bar);-    static ImU32            TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);-    static float            TabBarCalcMaxTabWidth();-    static float            TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);-    static void             TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);-    static ImGuiTabItem*    TabBarScrollingButtons(ImGuiTabBar* tab_bar);-    static ImGuiTabItem*    TabBarTabListPopupButton(ImGuiTabBar* tab_bar);-}--ImGuiTabBar::ImGuiTabBar()-{-    memset(this, 0, sizeof(*this));-    CurrFrameVisible = PrevFrameVisible = -1;-    LastTabItemIdx = -1;-}--static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab)-{-    return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;-}--static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)-{-    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;-    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;-    const int a_section = TabItemGetSectionIdx(a);-    const int b_section = TabItemGetSectionIdx(b);-    if (a_section != b_section)-        return a_section - b_section;-    return (int)(a->IndexDuringLayout - b->IndexDuringLayout);-}--static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs)-{-    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;-    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;-    return (int)(a->BeginOrder - b->BeginOrder);-}--static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref)-{-    ImGuiContext& g = *GImGui;-    return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index);-}--static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)-{-    ImGuiContext& g = *GImGui;-    if (g.TabBars.Contains(tab_bar))-        return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar));-    return ImGuiPtrOrIndex(tab_bar);-}--bool    ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return false;--    ImGuiID id = window->GetID(str_id);-    ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);-    ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);-    tab_bar->ID = id;-    return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused);-}--bool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return false;--    if ((flags & ImGuiTabBarFlags_DockNode) == 0)-        PushOverrideID(tab_bar->ID);--    // Add to stack-    g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));-    g.CurrentTabBar = tab_bar;--    // Append with multiple BeginTabBar()/EndTabBar() pairs.-    tab_bar->BackupCursorPos = window->DC.CursorPos;-    if (tab_bar->CurrFrameVisible == g.FrameCount)-    {-        window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);-        tab_bar->BeginCount++;-        return true;-    }--    // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable-    if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))-        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);-    tab_bar->TabsAddedNew = false;--    // Flags-    if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)-        flags |= ImGuiTabBarFlags_FittingPolicyDefault_;--    tab_bar->Flags = flags;-    tab_bar->BarRect = tab_bar_bb;-    tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()-    tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;-    tab_bar->CurrFrameVisible = g.FrameCount;-    tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;-    tab_bar->CurrTabsContentsHeight = 0.0f;-    tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;-    tab_bar->FramePadding = g.Style.FramePadding;-    tab_bar->TabsActiveCount = 0;-    tab_bar->BeginCount = 1;--    // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap-    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);--    // Draw separator-    const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);-    const float y = tab_bar->BarRect.Max.y - 1.0f;-    {-        const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f);-        const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f);-        window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);-    }-    return true;-}--void    ImGui::EndTabBar()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return;--    ImGuiTabBar* tab_bar = g.CurrentTabBar;-    if (tab_bar == NULL)-    {-        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!");-        return;-    }--    // Fallback in case no TabItem have been submitted-    if (tab_bar->WantLayout)-        TabBarLayout(tab_bar);--    // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().-    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);-    if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)-    {-        tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);-        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;-    }-    else-    {-        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;-    }-    if (tab_bar->BeginCount > 1)-        window->DC.CursorPos = tab_bar->BackupCursorPos;--    if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)-        PopID();--    g.CurrentTabBarStack.pop_back();-    g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());-}--// This is called only once a frame before by the first call to ItemTab()-// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.-static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)-{-    ImGuiContext& g = *GImGui;-    tab_bar->WantLayout = false;--    // Garbage collect by compacting list-    // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)-    int tab_dst_n = 0;-    bool need_sort_by_section = false;-    ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing-    for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)-    {-        ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];-        if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)-        {-            // Remove tab-            if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; }-            if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; }-            if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; }-            continue;-        }-        if (tab_dst_n != tab_src_n)-            tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];--        tab = &tab_bar->Tabs[tab_dst_n];-        tab->IndexDuringLayout = (ImS16)tab_dst_n;--        // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)-        int curr_tab_section_n = TabItemGetSectionIdx(tab);-        if (tab_dst_n > 0)-        {-            ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];-            int prev_tab_section_n = TabItemGetSectionIdx(prev_tab);-            if (curr_tab_section_n == 0 && prev_tab_section_n != 0)-                need_sort_by_section = true;-            if (prev_tab_section_n == 2 && curr_tab_section_n != 2)-                need_sort_by_section = true;-        }--        sections[curr_tab_section_n].TabCount++;-        tab_dst_n++;-    }-    if (tab_bar->Tabs.Size != tab_dst_n)-        tab_bar->Tabs.resize(tab_dst_n);--    if (need_sort_by_section)-        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);--    // Calculate spacing between sections-    sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;-    sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;--    // Setup next selected tab-    ImGuiID scroll_to_tab_id = 0;-    if (tab_bar->NextSelectedTabId)-    {-        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;-        tab_bar->NextSelectedTabId = 0;-        scroll_to_tab_id = tab_bar->SelectedTabId;-    }--    // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).-    if (tab_bar->ReorderRequestTabId != 0)-    {-        if (TabBarProcessReorder(tab_bar))-            if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId)-                scroll_to_tab_id = tab_bar->ReorderRequestTabId;-        tab_bar->ReorderRequestTabId = 0;-    }--    // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)-    const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;-    if (tab_list_popup_button)-        if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!-            scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;--    // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central-    // (whereas our tabs are stored as: leading, central, trailing)-    int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };-    g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);--    // Compute ideal tabs widths + store them into shrink buffer-    ImGuiTabItem* most_recently_selected_tab = NULL;-    int curr_section_n = -1;-    bool found_selected_tab_id = false;-    for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)-    {-        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];-        IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);--        if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button))-            most_recently_selected_tab = tab;-        if (tab->ID == tab_bar->SelectedTabId)-            found_selected_tab_id = true;-        if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID)-            scroll_to_tab_id = tab->ID;--        // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.-        // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,-        // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.-        const char* tab_name = tab_bar->GetTabName(tab);-        const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true;-        tab->ContentWidth = (tab->RequestedWidth > 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button).x;--        int section_n = TabItemGetSectionIdx(tab);-        ImGuiTabBarSection* section = &sections[section_n];-        section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);-        curr_section_n = section_n;--        // Store data so we can build an array sorted by width if we need to shrink tabs down-        IM_MSVC_WARNING_SUPPRESS(6385);-        ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++];-        shrink_width_item->Index = tab_n;-        shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth;--        IM_ASSERT(tab->ContentWidth > 0.0f);-        tab->Width = tab->ContentWidth;-    }--    // Compute total ideal width (used for e.g. auto-resizing a window)-    tab_bar->WidthAllTabsIdeal = 0.0f;-    for (int section_n = 0; section_n < 3; section_n++)-        tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;--    // Horizontal scrolling buttons-    // (note that TabBarScrollButtons() will alter BarRect.Max.x)-    if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))-        if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar))-        {-            scroll_to_tab_id = scroll_and_select_tab->ID;-            if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)-                tab_bar->SelectedTabId = scroll_to_tab_id;-        }--    // Shrink widths if full tabs don't fit in their allocated space-    float section_0_w = sections[0].Width + sections[0].Spacing;-    float section_1_w = sections[1].Width + sections[1].Spacing;-    float section_2_w = sections[2].Width + sections[2].Spacing;-    bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();-    float width_excess;-    if (central_section_is_visible)-        width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section-    else-        width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section--    // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore-    if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))-    {-        int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);-        int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);-        ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess);--        // Apply shrunk values into tabs and sections-        for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)-        {-            ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];-            float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);-            if (shrinked_width < 0.0f)-                continue;--            int section_n = TabItemGetSectionIdx(tab);-            sections[section_n].Width -= (tab->Width - shrinked_width);-            tab->Width = shrinked_width;-        }-    }--    // Layout all active tabs-    int section_tab_index = 0;-    float tab_offset = 0.0f;-    tab_bar->WidthAllTabs = 0.0f;-    for (int section_n = 0; section_n < 3; section_n++)-    {-        ImGuiTabBarSection* section = &sections[section_n];-        if (section_n == 2)-            tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);--        for (int tab_n = 0; tab_n < section->TabCount; tab_n++)-        {-            ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];-            tab->Offset = tab_offset;-            tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);-        }-        tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);-        tab_offset += section->Spacing;-        section_tab_index += section->TabCount;-    }--    // If we have lost the selected tab, select the next most recently active one-    if (found_selected_tab_id == false)-        tab_bar->SelectedTabId = 0;-    if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)-        scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;--    // Lock in visible tab-    tab_bar->VisibleTabId = tab_bar->SelectedTabId;-    tab_bar->VisibleTabWasSubmitted = false;--    // Update scrolling-    if (scroll_to_tab_id != 0)-        TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);-    tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);-    tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);-    if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)-    {-        // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.-        // Teleport if we are aiming far off the visible line-        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize);-        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f);-        const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize);-        tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed);-    }-    else-    {-        tab_bar->ScrollingSpeed = 0.0f;-    }-    tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;-    tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;--    // Clear name buffers-    if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)-        tab_bar->TabsNames.Buf.resize(0);--    // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)-    ImGuiWindow* window = g.CurrentWindow;-    window->DC.CursorPos = tab_bar->BarRect.Min;-    ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);-    window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);-}--// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack.-static ImU32   ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)-{-    if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)-    {-        ImGuiID id = ImHashStr(label);-        KeepAliveID(id);-        return id;-    }-    else-    {-        ImGuiWindow* window = GImGui->CurrentWindow;-        return window->GetID(label);-    }-}--static float ImGui::TabBarCalcMaxTabWidth()-{-    ImGuiContext& g = *GImGui;-    return g.FontSize * 20.0f;-}--ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id)-{-    if (tab_id != 0)-        for (int n = 0; n < tab_bar->Tabs.Size; n++)-            if (tab_bar->Tabs[n].ID == tab_id)-                return &tab_bar->Tabs[n];-    return NULL;-}--// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.-void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)-{-    if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))-        tab_bar->Tabs.erase(tab);-    if (tab_bar->VisibleTabId == tab_id)      { tab_bar->VisibleTabId = 0; }-    if (tab_bar->SelectedTabId == tab_id)     { tab_bar->SelectedTabId = 0; }-    if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }-}--// Called on manual closure attempt-void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)-{-    IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button));-    if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))-    {-        // This will remove a frame of lag for selecting another tab on closure.-        // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure-        tab->WantClose = true;-        if (tab_bar->VisibleTabId == tab->ID)-        {-            tab->LastFrameVisible = -1;-            tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;-        }-    }-    else-    {-        // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)-        if (tab_bar->VisibleTabId != tab->ID)-            tab_bar->NextSelectedTabId = tab->ID;-    }-}--static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)-{-    scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth());-    return ImMax(scrolling, 0.0f);-}--// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys-static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections)-{-    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id);-    if (tab == NULL)-        return;-    if (tab->Flags & ImGuiTabItemFlags_SectionMask_)-        return;--    ImGuiContext& g = *GImGui;-    float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)-    int order = tab_bar->GetTabOrder(tab);--    // Scrolling happens only in the central section (leading/trailing sections are not scrolling)-    // FIXME: This is all confusing.-    float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;--    // We make all tabs positions all relative Sections[0].Width to make code simpler-    float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);-    float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);-    tab_bar->ScrollingTargetDistToVisibility = 0.0f;-    if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))-    {-        // Scroll to the left-        tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);-        tab_bar->ScrollingTarget = tab_x1;-    }-    else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)-    {-        // Scroll to the right-        tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);-        tab_bar->ScrollingTarget = tab_x2 - scrollable_width;-    }-}--void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset)-{-    IM_ASSERT(offset != 0);-    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);-    tab_bar->ReorderRequestTabId = tab->ID;-    tab_bar->ReorderRequestOffset = (ImS16)offset;-}--void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos)-{-    ImGuiContext& g = *GImGui;-    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);-    if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0)-        return;--    const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;-    const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0);--    // Count number of contiguous tabs we are crossing over-    const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1;-    const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab);-    int dst_idx = src_idx;-    for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir)-    {-        // Reordered tabs must share the same section-        const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i];-        if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder)-            break;-        if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_))-            break;-        dst_idx = i;--        // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered.-        const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x;-        const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x;-        //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255));-        if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2))-            break;-    }--    if (dst_idx != src_idx)-        TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx);-}--bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)-{-    ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);-    if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))-        return false;--    //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools-    int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset;-    if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)-        return false;--    // Reordered tabs must share the same section-    // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too)-    ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];-    if (tab2->Flags & ImGuiTabItemFlags_NoReorder)-        return false;-    if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_))-        return false;--    ImGuiTabItem item_tmp = *tab1;-    ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2;-    ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1;-    const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset;-    memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem));-    *tab2 = item_tmp;--    if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)-        MarkIniSettingsDirty();-    return true;-}--static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);-    const float scrolling_buttons_width = arrow_button_size.x * 2.0f;--    const ImVec2 backup_cursor_pos = window->DC.CursorPos;-    //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));--    int select_dir = 0;-    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];-    arrow_col.w *= 0.5f;--    PushStyleColor(ImGuiCol_Text, arrow_col);-    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));-    const float backup_repeat_delay = g.IO.KeyRepeatDelay;-    const float backup_repeat_rate = g.IO.KeyRepeatRate;-    g.IO.KeyRepeatDelay = 0.250f;-    g.IO.KeyRepeatRate = 0.200f;-    float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width);-    window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y);-    if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))-        select_dir = -1;-    window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y);-    if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))-        select_dir = +1;-    PopStyleColor(2);-    g.IO.KeyRepeatRate = backup_repeat_rate;-    g.IO.KeyRepeatDelay = backup_repeat_delay;--    ImGuiTabItem* tab_to_scroll_to = NULL;-    if (select_dir != 0)-        if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))-        {-            int selected_order = tab_bar->GetTabOrder(tab_item);-            int target_order = selected_order + select_dir;--            // Skip tab item buttons until another tab item is found or end is reached-            while (tab_to_scroll_to == NULL)-            {-                // If we are at the end of the list, still scroll to make our tab visible-                tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order];--                // Cross through buttons-                // (even if first/last item is a button, return it so we can update the scroll)-                if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button)-                {-                    target_order += select_dir;-                    selected_order += select_dir;-                    tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL;-                }-            }-        }-    window->DC.CursorPos = backup_cursor_pos;-    tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;--    return tab_to_scroll_to;-}--static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;--    // We use g.Style.FramePadding.y to match the square ArrowButton size-    const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;-    const ImVec2 backup_cursor_pos = window->DC.CursorPos;-    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);-    tab_bar->BarRect.Min.x += tab_list_popup_button_width;--    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];-    arrow_col.w *= 0.5f;-    PushStyleColor(ImGuiCol_Text, arrow_col);-    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));-    bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest);-    PopStyleColor(2);--    ImGuiTabItem* tab_to_select = NULL;-    if (open)-    {-        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)-        {-            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];-            if (tab->Flags & ImGuiTabItemFlags_Button)-                continue;--            const char* tab_name = tab_bar->GetTabName(tab);-            if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))-                tab_to_select = tab;-        }-        EndCombo();-    }--    window->DC.CursorPos = backup_cursor_pos;-    return tab_to_select;-}--//--------------------------------------------------------------------------// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.-//--------------------------------------------------------------------------// - BeginTabItem()-// - EndTabItem()-// - TabItemButton()-// - TabItemEx() [Internal]-// - SetTabItemClosed()-// - TabItemCalcSize() [Internal]-// - TabItemBackground() [Internal]-// - TabItemLabelAndCloseButton() [Internal]-//---------------------------------------------------------------------------bool    ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return false;--    ImGuiTabBar* tab_bar = g.CurrentTabBar;-    if (tab_bar == NULL)-    {-        IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");-        return false;-    }-    IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!--    bool ret = TabItemEx(tab_bar, label, p_open, flags);-    if (ret && !(flags & ImGuiTabItemFlags_NoPushId))-    {-        ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];-        PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)-    }-    return ret;-}--void    ImGui::EndTabItem()-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return;--    ImGuiTabBar* tab_bar = g.CurrentTabBar;-    if (tab_bar == NULL)-    {-        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");-        return;-    }-    IM_ASSERT(tab_bar->LastTabItemIdx >= 0);-    ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];-    if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))-        PopID();-}--bool    ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)-{-    ImGuiContext& g = *GImGui;-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return false;--    ImGuiTabBar* tab_bar = g.CurrentTabBar;-    if (tab_bar == NULL)-    {-        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");-        return false;-    }-    return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder);-}--bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags)-{-    // Layout whole tab bar if not already done-    ImGuiContext& g = *GImGui;-    if (tab_bar->WantLayout)-    {-        ImGuiNextItemData backup_next_item_data = g.NextItemData;-        TabBarLayout(tab_bar);-        g.NextItemData = backup_next_item_data;-    }-    ImGuiWindow* window = g.CurrentWindow;-    if (window->SkipItems)-        return false;--    const ImGuiStyle& style = g.Style;-    const ImGuiID id = TabBarCalcTabID(tab_bar, label);--    // If the user called us with *p_open == false, we early out and don't render.-    // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.-    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);-    if (p_open && !*p_open)-    {-        ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus);-        return false;-    }--    IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button));-    IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing--    // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented)-    if (flags & ImGuiTabItemFlags_NoCloseButton)-        p_open = NULL;-    else if (p_open == NULL)-        flags |= ImGuiTabItemFlags_NoCloseButton;--    // Acquire tab data-    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);-    bool tab_is_new = false;-    if (tab == NULL)-    {-        tab_bar->Tabs.push_back(ImGuiTabItem());-        tab = &tab_bar->Tabs.back();-        tab->ID = id;-        tab_bar->TabsAddedNew = tab_is_new = true;-    }-    tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);--    // Calculate tab contents size-    ImVec2 size = TabItemCalcSize(label, p_open != NULL);-    tab->RequestedWidth = -1.0f;-    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)-        size.x = tab->RequestedWidth = g.NextItemData.Width;-    if (tab_is_new)-        tab->Width = size.x;-    tab->ContentWidth = size.x;-    tab->BeginOrder = tab_bar->TabsActiveCount++;--    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);-    const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;-    const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);-    const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;-    tab->LastFrameVisible = g.FrameCount;-    tab->Flags = flags;--    // Append name with zero-terminator-    tab->NameOffset = (ImS32)tab_bar->TabsNames.size();-    tab_bar->TabsNames.append(label, label + strlen(label) + 1);--    // Update selected tab-    if (!is_tab_button)-    {-        if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)-            if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)-                tab_bar->NextSelectedTabId = id;  // New tabs gets activated-        if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar-            tab_bar->NextSelectedTabId = id;-    }--    // Lock visibility-    // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)-    bool tab_contents_visible = (tab_bar->VisibleTabId == id);-    if (tab_contents_visible)-        tab_bar->VisibleTabWasSubmitted = true;--    // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches-    if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)-        if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))-            tab_contents_visible = true;--    // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted-    // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.-    if (tab_appearing && (!tab_bar_appearing || tab_is_new))-    {-        ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus);-        if (is_tab_button)-            return false;-        return tab_contents_visible;-    }--    if (tab_bar->SelectedTabId == id)-        tab->LastFrameSelected = g.FrameCount;--    // Backup current layout position-    const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;--    // Layout-    const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;-    size.x = tab->Width;-    if (is_central_section)-        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);-    else-        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);-    ImVec2 pos = window->DC.CursorPos;-    ImRect bb(pos, pos + size);--    // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)-    const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);-    if (want_clip_rect)-        PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);--    ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;-    ItemSize(bb.GetSize(), style.FramePadding.y);-    window->DC.CursorMaxPos = backup_cursor_max_pos;--    if (!ItemAdd(bb, id))-    {-        if (want_clip_rect)-            PopClipRect();-        window->DC.CursorPos = backup_main_cursor_pos;-        return tab_contents_visible;-    }--    // Click to Select a tab-    ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap);-    if (g.DragDropActive)-        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;-    bool hovered, held;-    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);-    if (pressed && !is_tab_button)-        tab_bar->NextSelectedTabId = id;--    // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered)-    if (g.ActiveId != id)-        SetItemAllowOverlap();--    // Drag and drop: re-order tabs-    if (held && !tab_appearing && IsMouseDragging(0))-    {-        if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))-        {-            // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x-            if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)-            {-                TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);-            }-            else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)-            {-                TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);-            }-        }-    }--#if 0-    if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)-    {-        // Enlarge tab display when hovering-        bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));-        display_draw_list = GetForegroundDrawList(window);-        TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));-    }-#endif--    // Render tab shape-    ImDrawList* display_draw_list = window->DrawList;-    const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused));-    TabItemBackground(display_draw_list, bb, flags, tab_col);-    RenderNavHighlight(bb, id);--    // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.-    const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);-    if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)))-        if (!is_tab_button)-            tab_bar->NextSelectedTabId = id;--    if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)-        flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;--    // Render tab label, process close button-    const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;-    bool just_closed;-    bool text_clipped;-    TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);-    if (just_closed && p_open != NULL)-    {-        *p_open = false;-        TabBarCloseTab(tab_bar, tab);-    }--    // Restore main window position so user can draw there-    if (want_clip_rect)-        PopClipRect();-    window->DC.CursorPos = backup_main_cursor_pos;--    // Tooltip-    // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)-    // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)-    // FIXME: This is a mess.-    // FIXME: We may want disabled tab to still display the tooltip?-    if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered())-        if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))-            SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);--    IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected-    if (is_tab_button)-        return pressed;-    return tab_contents_visible;-}--// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.-// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar().-// Tabs closed by the close button will automatically be flagged to avoid this issue.-void    ImGui::SetTabItemClosed(const char* label)-{-    ImGuiContext& g = *GImGui;-    bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);-    if (is_within_manual_tab_bar)-    {-        ImGuiTabBar* tab_bar = g.CurrentTabBar;-        ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);-        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))-            tab->WantClose = true; // Will be processed by next call to TabBarLayout()-    }-}--ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button)-{-    ImGuiContext& g = *GImGui;-    ImVec2 label_size = CalcTextSize(label, NULL, true);-    ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);-    if (has_close_button)-        size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.-    else-        size.x += g.Style.FramePadding.x + 1.0f;-    return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);-}--void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)-{-    // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.-    ImGuiContext& g = *GImGui;-    const float width = bb.GetWidth();-    IM_UNUSED(flags);-    IM_ASSERT(width > 0.0f);-    const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));-    const float y1 = bb.Min.y + 1.0f;-    const float y2 = bb.Max.y - 1.0f;-    draw_list->PathLineTo(ImVec2(bb.Min.x, y2));-    draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);-    draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);-    draw_list->PathLineTo(ImVec2(bb.Max.x, y2));-    draw_list->PathFillConvex(col);-    if (g.Style.TabBorderSize > 0.0f)-    {-        draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));-        draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);-        draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);-        draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));-        draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);-    }-}--// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic-// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.-void ImGui::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)-{-    ImGuiContext& g = *GImGui;-    ImVec2 label_size = CalcTextSize(label, NULL, true);--    if (out_just_closed)-        *out_just_closed = false;-    if (out_text_clipped)-        *out_text_clipped = false;--    if (bb.GetWidth() <= 1.0f)-        return;--    // In Style V2 we'll have full override of all colors per state (e.g. focused, selected)-    // But right now if you want to alter text color of tabs this is what you need to do.-#if 0-    const float backup_alpha = g.Style.Alpha;-    if (!is_contents_visible)-        g.Style.Alpha *= 0.7f;-#endif--    // Render text label (with clipping + alpha gradient) + unsaved marker-    ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);-    ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;--    // Return clipped state ignoring the close button-    if (out_text_clipped)-    {-        *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x;-        //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));-    }--    const float button_sz = g.FontSize;-    const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y);--    // Close Button & Unsaved Marker-    // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()-    //  'hovered' will be true when hovering the Tab but NOT when hovering the close button-    //  'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button-    //  'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false-    bool close_button_pressed = false;-    bool close_button_visible = false;-    if (close_button_id != 0)-        if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton))-            if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id)-                close_button_visible = true;-    bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x);--    if (close_button_visible)-    {-        ImGuiLastItemData last_item_backup = g.LastItemData;-        PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding);-        if (CloseButton(close_button_id, button_pos))-            close_button_pressed = true;-        PopStyleVar();+// dear imgui, v1.89.9+// (widgets code)++/*++Index of this file:++// [SECTION] Forward Declarations+// [SECTION] Widgets: Text, etc.+// [SECTION] Widgets: Main (Button, Image, Checkbox, RadioButton, ProgressBar, Bullet, etc.)+// [SECTION] Widgets: Low-level Layout helpers (Spacing, Dummy, NewLine, Separator, etc.)+// [SECTION] Widgets: ComboBox+// [SECTION] Data Type and Data Formatting Helpers+// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.+// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.+// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.+// [SECTION] Widgets: InputText, InputTextMultiline+// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.+// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.+// [SECTION] Widgets: Selectable+// [SECTION] Widgets: ListBox+// [SECTION] Widgets: PlotLines, PlotHistogram+// [SECTION] Widgets: Value helpers+// [SECTION] Widgets: MenuItem, BeginMenu, EndMenu, etc.+// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.+// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.+// [SECTION] Widgets: Columns, BeginColumns, EndColumns, etc.++*/++#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)+#define _CRT_SECURE_NO_WARNINGS+#endif++#ifndef IMGUI_DEFINE_MATH_OPERATORS+#define IMGUI_DEFINE_MATH_OPERATORS+#endif++#include "imgui.h"+#ifndef IMGUI_DISABLE+#include "imgui_internal.h"++// System includes+#include <stdint.h>     // intptr_t++//-------------------------------------------------------------------------+// Warnings+//-------------------------------------------------------------------------++// Visual Studio warnings+#ifdef _MSC_VER+#pragma warning (disable: 4127)     // condition expression is constant+#pragma warning (disable: 4996)     // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen+#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+#pragma warning (disable: 26451)    // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).+#pragma warning (disable: 26812)    // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).+#endif++// Clang/GCC warnings with -Weverything+#if defined(__clang__)+#if __has_warning("-Wunknown-warning-option")+#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!+#endif+#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'+#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.+#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.+#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.+#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0+#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.+#pragma clang diagnostic ignored "-Wenum-enum-conversion"           // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_')+#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated+#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision+#elif defined(__GNUC__)+#pragma GCC diagnostic ignored "-Wpragmas"                          // warning: unknown option after '#pragma GCC diagnostic' kind+#pragma GCC diagnostic ignored "-Wformat-nonliteral"                // warning: format not a string literal, format string not checked+#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+#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion"  // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated+#endif++//-------------------------------------------------------------------------+// Data+//-------------------------------------------------------------------------++// Widgets+static const float          DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f;    // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior.+static const float          DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f;    // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags.++// Those MIN/MAX values are not define because we need to point to them+static const signed char    IM_S8_MIN  = -128;+static const signed char    IM_S8_MAX  = 127;+static const unsigned char  IM_U8_MIN  = 0;+static const unsigned char  IM_U8_MAX  = 0xFF;+static const signed short   IM_S16_MIN = -32768;+static const signed short   IM_S16_MAX = 32767;+static const unsigned short IM_U16_MIN = 0;+static const unsigned short IM_U16_MAX = 0xFFFF;+static const ImS32          IM_S32_MIN = INT_MIN;    // (-2147483647 - 1), (0x80000000);+static const ImS32          IM_S32_MAX = INT_MAX;    // (2147483647), (0x7FFFFFFF)+static const ImU32          IM_U32_MIN = 0;+static const ImU32          IM_U32_MAX = UINT_MAX;   // (0xFFFFFFFF)+#ifdef LLONG_MIN+static const ImS64          IM_S64_MIN = LLONG_MIN;  // (-9223372036854775807ll - 1ll);+static const ImS64          IM_S64_MAX = LLONG_MAX;  // (9223372036854775807ll);+#else+static const ImS64          IM_S64_MIN = -9223372036854775807LL - 1;+static const ImS64          IM_S64_MAX = 9223372036854775807LL;+#endif+static const ImU64          IM_U64_MIN = 0;+#ifdef ULLONG_MAX+static const ImU64          IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull);+#else+static const ImU64          IM_U64_MAX = (2ULL * 9223372036854775807LL + 1);+#endif++//-------------------------------------------------------------------------+// [SECTION] Forward Declarations+//-------------------------------------------------------------------------++// For InputTextEx()+static bool             InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source);+static int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);+static ImVec2           InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);++//-------------------------------------------------------------------------+// [SECTION] Widgets: Text, etc.+//-------------------------------------------------------------------------+// - TextEx() [Internal]+// - TextUnformatted()+// - Text()+// - TextV()+// - TextColored()+// - TextColoredV()+// - TextDisabled()+// - TextDisabledV()+// - TextWrapped()+// - TextWrappedV()+// - LabelText()+// - LabelTextV()+// - BulletText()+// - BulletTextV()+//-------------------------------------------------------------------------++void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;+    ImGuiContext& g = *GImGui;++    // Accept null ranges+    if (text == text_end)+        text = text_end = "";++    // Calculate length+    const char* text_begin = text;+    if (text_end == NULL)+        text_end = text + strlen(text); // FIXME-OPT++    const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);+    const float wrap_pos_x = window->DC.TextWrapPos;+    const bool wrap_enabled = (wrap_pos_x >= 0.0f);+    if (text_end - text <= 2000 || wrap_enabled)+    {+        // Common case+        const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;+        const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);++        ImRect bb(text_pos, text_pos + text_size);+        ItemSize(text_size, 0.0f);+        if (!ItemAdd(bb, 0))+            return;++        // Render (we don't hide text after ## in this end-user function)+        RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);+    }+    else+    {+        // Long text!+        // Perform manual coarse clipping to optimize for long multi-line text+        // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.+        // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.+        // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop.+        const char* line = text;+        const float line_height = GetTextLineHeight();+        ImVec2 text_size(0, 0);++        // Lines to skip (can't skip when logging text)+        ImVec2 pos = text_pos;+        if (!g.LogEnabled)+        {+            int lines_skippable = (int)((window->ClipRect.Min.y - text_pos.y) / line_height);+            if (lines_skippable > 0)+            {+                int lines_skipped = 0;+                while (line < text_end && lines_skipped < lines_skippable)+                {+                    const char* line_end = (const char*)memchr(line, '\n', text_end - line);+                    if (!line_end)+                        line_end = text_end;+                    if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)+                        text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);+                    line = line_end + 1;+                    lines_skipped++;+                }+                pos.y += lines_skipped * line_height;+            }+        }++        // Lines to render+        if (line < text_end)+        {+            ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));+            while (line < text_end)+            {+                if (IsClippedEx(line_rect, 0))+                    break;++                const char* line_end = (const char*)memchr(line, '\n', text_end - line);+                if (!line_end)+                    line_end = text_end;+                text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);+                RenderText(pos, line, line_end, false);+                line = line_end + 1;+                line_rect.Min.y += line_height;+                line_rect.Max.y += line_height;+                pos.y += line_height;+            }++            // Count remaining lines+            int lines_skipped = 0;+            while (line < text_end)+            {+                const char* line_end = (const char*)memchr(line, '\n', text_end - line);+                if (!line_end)+                    line_end = text_end;+                if ((flags & ImGuiTextFlags_NoWidthForLargeClippedText) == 0)+                    text_size.x = ImMax(text_size.x, CalcTextSize(line, line_end).x);+                line = line_end + 1;+                lines_skipped++;+            }+            pos.y += lines_skipped * line_height;+        }+        text_size.y = (pos - text_pos).y;++        ImRect bb(text_pos, text_pos + text_size);+        ItemSize(text_size, 0.0f);+        ItemAdd(bb, 0);+    }+}++void ImGui::TextUnformatted(const char* text, const char* text_end)+{+    TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);+}++void ImGui::Text(const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    TextV(fmt, args);+    va_end(args);+}++void ImGui::TextV(const char* fmt, va_list args)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    const char* text, *text_end;+    ImFormatStringToTempBufferV(&text, &text_end, fmt, args);+    TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);+}++void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    TextColoredV(col, fmt, args);+    va_end(args);+}++void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)+{+    PushStyleColor(ImGuiCol_Text, col);+    TextV(fmt, args);+    PopStyleColor();+}++void ImGui::TextDisabled(const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    TextDisabledV(fmt, args);+    va_end(args);+}++void ImGui::TextDisabledV(const char* fmt, va_list args)+{+    ImGuiContext& g = *GImGui;+    PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);+    TextV(fmt, args);+    PopStyleColor();+}++void ImGui::TextWrapped(const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    TextWrappedV(fmt, args);+    va_end(args);+}++void ImGui::TextWrappedV(const char* fmt, va_list args)+{+    ImGuiContext& g = *GImGui;+    const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f);  // Keep existing wrap position if one is already set+    if (need_backup)+        PushTextWrapPos(0.0f);+    TextV(fmt, args);+    if (need_backup)+        PopTextWrapPos();+}++void ImGui::LabelText(const char* label, const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    LabelTextV(label, fmt, args);+    va_end(args);+}++// Add a label+text combo aligned to other label+value widgets+void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const float w = CalcItemWidth();++    const char* value_text_begin, *value_text_end;+    ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args);+    const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);+    const ImVec2 label_size = CalcTextSize(label, NULL, true);++    const ImVec2 pos = window->DC.CursorPos;+    const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2));+    const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2));+    ItemSize(total_bb, style.FramePadding.y);+    if (!ItemAdd(total_bb, 0))+        return;++    // Render+    RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f));+    if (label_size.x > 0.0f)+        RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);+}++void ImGui::BulletText(const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    BulletTextV(fmt, args);+    va_end(args);+}++// Text with a little bullet aligned to the typical tree node.+void ImGui::BulletTextV(const char* fmt, va_list args)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;++    const char* text_begin, *text_end;+    ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args);+    const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);+    const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y);  // Empty text doesn't add padding+    ImVec2 pos = window->DC.CursorPos;+    pos.y += window->DC.CurrLineTextBaseOffset;+    ItemSize(total_size, 0.0f);+    const ImRect bb(pos, pos + total_size);+    if (!ItemAdd(bb, 0))+        return;++    // Render+    ImU32 text_col = GetColorU32(ImGuiCol_Text);+    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col);+    RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false);+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: Main+//-------------------------------------------------------------------------+// - ButtonBehavior() [Internal]+// - Button()+// - SmallButton()+// - InvisibleButton()+// - ArrowButton()+// - CloseButton() [Internal]+// - CollapseButton() [Internal]+// - GetWindowScrollbarID() [Internal]+// - GetWindowScrollbarRect() [Internal]+// - Scrollbar() [Internal]+// - ScrollbarEx() [Internal]+// - Image()+// - ImageButton()+// - Checkbox()+// - CheckboxFlagsT() [Internal]+// - CheckboxFlags()+// - RadioButton()+// - ProgressBar()+// - Bullet()+//-------------------------------------------------------------------------++// The ButtonBehavior() function is key to many interactions and used by many/most widgets.+// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_),+// this code is a little complex.+// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior.+// See the series of events below and the corresponding state reported by dear imgui:+//------------------------------------------------------------------------------------------------------------------------------------------------+// with PressedOnClickRelease:             return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()+//   Frame N+0 (mouse is outside bb)        -             -                -               -                  -                    -+//   Frame N+1 (mouse moves inside bb)      -             true             -               -                  -                    -+//   Frame N+2 (mouse button is down)       -             true             true            true               -                    true+//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    -+//   Frame N+4 (mouse moves outside bb)     -             -                true            -                  -                    -+//   Frame N+5 (mouse moves inside bb)      -             true             true            -                  -                    -+//   Frame N+6 (mouse button is released)   true          true             -               -                  true                 -+//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -+//   Frame N+8 (mouse moves outside bb)     -             -                -               -                  -                    -+//------------------------------------------------------------------------------------------------------------------------------------------------+// with PressedOnClick:                    return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()+//   Frame N+2 (mouse button is down)       true          true             true            true               -                    true+//   Frame N+3 (mouse button is down)       -             true             true            -                  -                    -+//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -+//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -+//------------------------------------------------------------------------------------------------------------------------------------------------+// with PressedOnRelease:                  return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()+//   Frame N+2 (mouse button is down)       -             true             -               -                  -                    true+//   Frame N+3 (mouse button is down)       -             true             -               -                  -                    -+//   Frame N+6 (mouse button is released)   true          true             -               -                  -                    -+//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -+//------------------------------------------------------------------------------------------------------------------------------------------------+// with PressedOnDoubleClick:              return-value  IsItemHovered()  IsItemActive()  IsItemActivated()  IsItemDeactivated()  IsItemClicked()+//   Frame N+0 (mouse button is down)       -             true             -               -                  -                    true+//   Frame N+1 (mouse button is down)       -             true             -               -                  -                    -+//   Frame N+2 (mouse button is released)   -             true             -               -                  -                    -+//   Frame N+3 (mouse button is released)   -             true             -               -                  -                    -+//   Frame N+4 (mouse button is down)       true          true             true            true               -                    true+//   Frame N+5 (mouse button is down)       -             true             true            -                  -                    -+//   Frame N+6 (mouse button is released)   -             true             -               -                  true                 -+//   Frame N+7 (mouse button is released)   -             true             -               -                  -                    -+//------------------------------------------------------------------------------------------------------------------------------------------------+// Note that some combinations are supported,+// - PressedOnDragDropHold can generally be associated with any flag.+// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported.+//------------------------------------------------------------------------------------------------------------------------------------------------+// The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set:+//                                         Repeat+                  Repeat+           Repeat+             Repeat++//                                         PressedOnClickRelease    PressedOnClick    PressedOnRelease    PressedOnDoubleClick+//-------------------------------------------------------------------------------------------------------------------------------------------------+//   Frame N+0 (mouse button is down)       -                        true              -                   true+//   ...                                    -                        -                 -                   -+//   Frame N + RepeatDelay                  true                     true              -                   true+//   ...                                    -                        -                 -                   -+//   Frame N + RepeatDelay + RepeatRate*N   true                     true              -                   true+//-------------------------------------------------------------------------------------------------------------------------------------------------++bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();++    // Default only reacts to left mouse button+    if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0)+        flags |= ImGuiButtonFlags_MouseButtonDefault_;++    // Default behavior requires click + release inside bounding box+    if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0)+        flags |= ImGuiButtonFlags_PressedOnDefault_;++    // Default behavior inherited from item flags+    // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that.+    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);+    if (flags & ImGuiButtonFlags_AllowOverlap)+        item_flags |= ImGuiItemFlags_AllowOverlap;+    if (flags & ImGuiButtonFlags_Repeat)+        item_flags |= ImGuiItemFlags_ButtonRepeat;++    ImGuiWindow* backup_hovered_window = g.HoveredWindow;+    const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window;+    if (flatten_hovered_children)+        g.HoveredWindow = window;++#ifdef IMGUI_ENABLE_TEST_ENGINE+    // Alternate registration spot, for when caller didn't use ItemAdd()+    if (id != 0 && g.LastItemData.ID != id)+        IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL);+#endif++    bool pressed = false;+    bool hovered = ItemHoverable(bb, id, item_flags);++    // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button+    if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))+        if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))+        {+            hovered = true;+            SetHoveredID(id);+            if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER)+            {+                pressed = true;+                g.DragDropHoldJustPressedId = id;+                FocusWindow(window);+            }+        }++    if (flatten_hovered_children)+        g.HoveredWindow = backup_hovered_window;++    // Mouse handling+    const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;+    if (hovered)+    {+        // Poll mouse buttons+        // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId.+        // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine.+        int mouse_button_clicked = -1;+        int mouse_button_released = -1;+        for (int button = 0; button < 3; button++)+            if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here.+            {+                if (IsMouseClicked(button, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; }+                if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; }+            }++        // Process initial action+        if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))+        {+            if (mouse_button_clicked != -1 && g.ActiveId != id)+            {+                if (!(flags & ImGuiButtonFlags_NoSetKeyOwner))+                    SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id);+                if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))+                {+                    SetActiveID(id, window);+                    g.ActiveIdMouseButton = mouse_button_clicked;+                    if (!(flags & ImGuiButtonFlags_NoNavFocus))+                        SetFocusID(id, window);+                    FocusWindow(window);+                }+                if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2))+                {+                    pressed = true;+                    if (flags & ImGuiButtonFlags_NoHoldingActiveId)+                        ClearActiveID();+                    else+                        SetActiveID(id, window); // Hold on ID+                    if (!(flags & ImGuiButtonFlags_NoNavFocus))+                        SetFocusID(id, window);+                    g.ActiveIdMouseButton = mouse_button_clicked;+                    FocusWindow(window);+                }+            }+            if (flags & ImGuiButtonFlags_PressedOnRelease)+            {+                if (mouse_button_released != -1)+                {+                    const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior+                    if (!has_repeated_at_least_once)+                        pressed = true;+                    if (!(flags & ImGuiButtonFlags_NoNavFocus))+                        SetFocusID(id, window);+                    ClearActiveID();+                }+            }++            // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).+            // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.+            if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat))+                if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat))+                    pressed = true;+        }++        if (pressed)+            g.NavDisableHighlight = true;+    }++    // Gamepad/Keyboard navigation+    // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.+    if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))+        if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus))+            hovered = true;+    if (g.NavActivateDownId == id)+    {+        bool nav_activated_by_code = (g.NavActivateId == id);+        bool nav_activated_by_inputs = (g.NavActivatePressedId == id);+        if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat))+        {+            // Avoid pressing multiple keys from triggering excessive amount of repeat events+            const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);+            const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter);+            const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate);+            const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration);+            nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;+        }+        if (nav_activated_by_code || nav_activated_by_inputs)+        {+            // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.+            pressed = true;+            SetActiveID(id, window);+            g.ActiveIdSource = g.NavInputSource;+            if (!(flags & ImGuiButtonFlags_NoNavFocus))+                SetFocusID(id, window);+        }+    }++    // Process while held+    bool held = false;+    if (g.ActiveId == id)+    {+        if (g.ActiveIdSource == ImGuiInputSource_Mouse)+        {+            if (g.ActiveIdIsJustActivated)+                g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;++            const int mouse_button = g.ActiveIdMouseButton;+            if (mouse_button == -1)+            {+                // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304).+                ClearActiveID();+            }+            else if (IsMouseDown(mouse_button, test_owner_id))+            {+                held = true;+            }+            else+            {+                bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0;+                bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0;+                if ((release_in || release_anywhere) && !g.DragDropActive)+                {+                    // Report as pressed when releasing the mouse (this is the most common path)+                    bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2;+                    bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>+                    bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id);+                    if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned)+                        pressed = true;+                }+                ClearActiveID();+            }+            if (!(flags & ImGuiButtonFlags_NoNavFocus))+                g.NavDisableHighlight = true;+        }+        else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)+        {+            // When activated using Nav, we hold on the ActiveID until activation button is released+            if (g.NavActivateDownId != id)+                ClearActiveID();+        }+        if (pressed)+            g.ActiveIdHasBeenPressedBefore = true;+    }++    if (out_hovered) *out_hovered = hovered;+    if (out_held) *out_held = held;++    return pressed;+}++bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const ImGuiID id = window->GetID(label);+    const ImVec2 label_size = CalcTextSize(label, NULL, true);++    ImVec2 pos = window->DC.CursorPos;+    if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)+        pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y;+    ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);++    const ImRect bb(pos, pos + size);+    ItemSize(size, style.FramePadding.y);+    if (!ItemAdd(bb, id))+        return false;++    bool hovered, held;+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);++    // Render+    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);+    RenderNavHighlight(bb, id);+    RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);++    if (g.LogEnabled)+        LogSetNextTextDecoration("[", "]");+    RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb);++    // Automatically close popups+    //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))+    //    CloseCurrentPopup();++    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);+    return pressed;+}++bool ImGui::Button(const char* label, const ImVec2& size_arg)+{+    return ButtonEx(label, size_arg, ImGuiButtonFlags_None);+}++// Small buttons fits within text without additional vertical spacing.+bool ImGui::SmallButton(const char* label)+{+    ImGuiContext& g = *GImGui;+    float backup_padding_y = g.Style.FramePadding.y;+    g.Style.FramePadding.y = 0.0f;+    bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine);+    g.Style.FramePadding.y = backup_padding_y;+    return pressed;+}++// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.+// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)+bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    // Cannot use zero-size for InvisibleButton(). Unlike Button() there is not way to fallback using the label size.+    IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f);++    const ImGuiID id = window->GetID(str_id);+    ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);+    ItemSize(size);+    if (!ItemAdd(bb, id))+        return false;++    bool hovered, held;+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);++    IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);+    return pressed;+}++bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    const ImGuiID id = window->GetID(str_id);+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);+    const float default_size = GetFrameHeight();+    ItemSize(size, (size.y >= default_size) ? g.Style.FramePadding.y : -1.0f);+    if (!ItemAdd(bb, id))+        return false;++    bool hovered, held;+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);++    // Render+    const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);+    const ImU32 text_col = GetColorU32(ImGuiCol_Text);+    RenderNavHighlight(bb, id);+    RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);+    RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);++    IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);+    return pressed;+}++bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)+{+    float sz = GetFrameHeight();+    return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), ImGuiButtonFlags_None);+}++// Button to close a window+bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825)+    // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible?+    const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));+    ImRect bb_interact = bb;+    const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea();+    if (area_to_visible_ratio < 1.5f)+        bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f));++    // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window.+    // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer).+    bool is_clipped = !ItemAdd(bb_interact, id);++    bool hovered, held;+    bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held);+    if (is_clipped)+        return pressed;++    // Render+    // FIXME: Clarify this mess+    ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered);+    ImVec2 center = bb.GetCenter();+    if (hovered)+        window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col);++    float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f;+    ImU32 cross_col = GetColorU32(ImGuiCol_Text);+    center -= ImVec2(0.5f, 0.5f);+    window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f);+    window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f);++    return pressed;+}++bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));+    bool is_clipped = !ItemAdd(bb, id);+    bool hovered, held;+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None);+    if (is_clipped)+        return pressed;++    // Render+    ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);+    ImU32 text_col = GetColorU32(ImGuiCol_Text);+    if (hovered || held)+        window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col);+    RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);++    // Switch to moving the window after mouse is moved beyond the initial drag threshold+    if (IsItemActive() && IsMouseDragging(0))+        StartMouseMovingWindow(window);++    return pressed;+}++ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis)+{+    return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");+}++// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.+ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis)+{+    const ImRect outer_rect = window->Rect();+    const ImRect inner_rect = window->InnerRect;+    const float border_size = window->WindowBorderSize;+    const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar)+    IM_ASSERT(scrollbar_size > 0.0f);+    if (axis == ImGuiAxis_X)+        return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size);+    else+        return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size);+}++void ImGui::Scrollbar(ImGuiAxis axis)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    const ImGuiID id = GetWindowScrollbarID(window, axis);++    // Calculate scrollbar bounding box+    ImRect bb = GetWindowScrollbarRect(window, axis);+    ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone;+    if (axis == ImGuiAxis_X)+    {+        rounding_corners |= ImDrawFlags_RoundCornersBottomLeft;+        if (!window->ScrollbarY)+            rounding_corners |= ImDrawFlags_RoundCornersBottomRight;+    }+    else+    {+        if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar))+            rounding_corners |= ImDrawFlags_RoundCornersTopRight;+        if (!window->ScrollbarX)+            rounding_corners |= ImDrawFlags_RoundCornersBottomRight;+    }+    float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis];+    float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f;+    ImS64 scroll = (ImS64)window->Scroll[axis];+    ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners);+    window->Scroll[axis] = (float)scroll;+}++// Vertical/Horizontal scrollbar+// The entire piece of code below is rather confusing because:+// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)+// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar+// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.+// Still, the code should probably be made simpler..+bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return false;++    const float bb_frame_width = bb_frame.GetWidth();+    const float bb_frame_height = bb_frame.GetHeight();+    if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f)+        return false;++    // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab)+    float alpha = 1.0f;+    if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f)+        alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f));+    if (alpha <= 0.0f)+        return false;++    const ImGuiStyle& style = g.Style;+    const bool allow_interaction = (alpha >= 1.0f);++    ImRect bb = bb_frame;+    bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f)));++    // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)+    const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight();++    // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)+    // But we maintain a minimum size in pixel to allow for the user to still aim inside.+    IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.+    const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1);+    const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);+    const float grab_h_norm = grab_h_pixels / scrollbar_size_v;++    // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().+    bool held = false;+    bool hovered = false;+    ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav);+    ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);++    const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v);+    float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);+    float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space+    if (held && allow_interaction && grab_h_norm < 1.0f)+    {+        const float scrollbar_pos_v = bb.Min[axis];+        const float mouse_pos_v = g.IO.MousePos[axis];++        // Click position in scrollbar normalized space (0.0f->1.0f)+        const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);+        SetHoveredID(id);++        bool seek_absolute = false;+        if (g.ActiveIdIsJustActivated)+        {+            // On initial click calculate the distance between mouse and the center of the grab+            seek_absolute = (clicked_v_norm < grab_v_norm || clicked_v_norm > grab_v_norm + grab_h_norm);+            if (seek_absolute)+                g.ScrollbarClickDeltaToGrabCenter = 0.0f;+            else+                g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;+        }++        // Apply scroll (p_scroll_v will generally point on one member of window->Scroll)+        // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position+        const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm));+        *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);++        // Update values for rendering+        scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);+        grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;++        // Update distance to grab now that we have seeked and saturated+        if (seek_absolute)+            g.ScrollbarClickDeltaToGrabCenter = clicked_v_norm - grab_v_norm - grab_h_norm * 0.5f;+    }++    // Render+    const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg);+    const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha);+    window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags);+    ImRect grab_rect;+    if (axis == ImGuiAxis_X)+        grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y);+    else+        grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels);+    window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);++    return held;+}++void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);+    if (border_col.w > 0.0f)+        bb.Max += ImVec2(2, 2);+    ItemSize(bb);+    if (!ItemAdd(bb, 0))+        return;++    if (border_col.w > 0.0f)+    {+        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);+        window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col));+    }+    else+    {+        window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));+    }+}++// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)+// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.+bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    const ImVec2 padding = g.Style.FramePadding;+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2.0f);+    ItemSize(bb);+    if (!ItemAdd(bb, id))+        return false;++    bool hovered, held;+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);++    // Render+    const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);+    RenderNavHighlight(bb, id);+    RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding));+    if (bg_col.w > 0.0f)+        window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col));+    window->DrawList->AddImage(texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col));++    return pressed;+}++bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return false;++    return ImageButtonEx(window->GetID(str_id), user_texture_id, size, uv0, uv1, bg_col, tint_col);+}++#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+// Legacy API obsoleted in 1.89. Two differences with new ImageButton()+// - new ImageButton() requires an explicit 'const char* str_id'    Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID)+// - new ImageButton() always use style.FramePadding                Old ImageButton() had an override argument.+// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions.+bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return false;++    // Default to using texture ID as ID. User can still push string/integer prefixes.+    PushID((void*)(intptr_t)user_texture_id);+    const ImGuiID id = window->GetID("#image");+    PopID();++    if (frame_padding >= 0)+        PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding));+    bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col);+    if (frame_padding >= 0)+        PopStyleVar();+    return ret;+}+#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS++bool ImGui::Checkbox(const char* label, bool* v)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const ImGuiID id = window->GetID(label);+    const ImVec2 label_size = CalcTextSize(label, NULL, true);++    const float square_sz = GetFrameHeight();+    const ImVec2 pos = window->DC.CursorPos;+    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));+    ItemSize(total_bb, style.FramePadding.y);+    if (!ItemAdd(total_bb, id))+    {+        IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));+        return false;+    }++    bool hovered, held;+    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);+    if (pressed)+    {+        *v = !(*v);+        MarkItemEdited(id);+    }++    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));+    RenderNavHighlight(total_bb, id);+    RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);+    ImU32 check_col = GetColorU32(ImGuiCol_CheckMark);+    bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0;+    if (mixed_value)+    {+        // Undocumented tristate/mixed/indeterminate checkbox (#2644)+        // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox)+        ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)));+        window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding);+    }+    else if (*v)+    {+        const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));+        RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f);+    }++    ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);+    if (g.LogEnabled)+        LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]");+    if (label_size.x > 0.0f)+        RenderText(label_pos, label);++    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0));+    return pressed;+}++template<typename T>+bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value)+{+    bool all_on = (*flags & flags_value) == flags_value;+    bool any_on = (*flags & flags_value) != 0;+    bool pressed;+    if (!all_on && any_on)+    {+        ImGuiContext& g = *GImGui;+        g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue;+        pressed = Checkbox(label, &all_on);+    }+    else+    {+        pressed = Checkbox(label, &all_on);++    }+    if (pressed)+    {+        if (all_on)+            *flags |= flags_value;+        else+            *flags &= ~flags_value;+    }+    return pressed;+}++bool ImGui::CheckboxFlags(const char* label, int* flags, int flags_value)+{+    return CheckboxFlagsT(label, flags, flags_value);+}++bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)+{+    return CheckboxFlagsT(label, flags, flags_value);+}++bool ImGui::CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value)+{+    return CheckboxFlagsT(label, flags, flags_value);+}++bool ImGui::CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value)+{+    return CheckboxFlagsT(label, flags, flags_value);+}++bool ImGui::RadioButton(const char* label, bool active)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const ImGuiID id = window->GetID(label);+    const ImVec2 label_size = CalcTextSize(label, NULL, true);++    const float square_sz = GetFrameHeight();+    const ImVec2 pos = window->DC.CursorPos;+    const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz));+    const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f));+    ItemSize(total_bb, style.FramePadding.y);+    if (!ItemAdd(total_bb, id))+        return false;++    ImVec2 center = check_bb.GetCenter();+    center.x = IM_ROUND(center.x);+    center.y = IM_ROUND(center.y);+    const float radius = (square_sz - 1.0f) * 0.5f;++    bool hovered, held;+    bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);+    if (pressed)+        MarkItemEdited(id);++    RenderNavHighlight(total_bb, id);+    const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius);+    window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment);+    if (active)+    {+        const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f));+        window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark));+    }++    if (style.FrameBorderSize > 0.0f)+    {+        window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize);+        window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize);+    }++    ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y);+    if (g.LogEnabled)+        LogRenderedText(&label_pos, active ? "(x)" : "( )");+    if (label_size.x > 0.0f)+        RenderText(label_pos, label);++    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);+    return pressed;+}++// FIXME: This would work nicely if it was a public template, e.g. 'template<T> RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it..+bool ImGui::RadioButton(const char* label, int* v, int v_button)+{+    const bool pressed = RadioButton(label, *v == v_button);+    if (pressed)+        *v = v_button;+    return pressed;+}++// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size+void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;++    ImVec2 pos = window->DC.CursorPos;+    ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f);+    ImRect bb(pos, pos + size);+    ItemSize(size, style.FramePadding.y);+    if (!ItemAdd(bb, 0))+        return;++    // Render+    fraction = ImSaturate(fraction);+    RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);+    bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));+    const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);+    RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);++    // Default displaying the fraction as percentage string, but user can override it+    char overlay_buf[32];+    if (!overlay)+    {+        ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f);+        overlay = overlay_buf;+    }++    ImVec2 overlay_size = CalcTextSize(overlay, NULL);+    if (overlay_size.x > 0.0f)+        RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb);+}++void ImGui::Bullet()+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize);+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));+    ItemSize(bb);+    if (!ItemAdd(bb, 0))+    {+        SameLine(0, style.FramePadding.x * 2);+        return;+    }++    // Render and stay on same line+    ImU32 text_col = GetColorU32(ImGuiCol_Text);+    RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col);+    SameLine(0, style.FramePadding.x * 2.0f);+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: Low-level Layout helpers+//-------------------------------------------------------------------------+// - Spacing()+// - Dummy()+// - NewLine()+// - AlignTextToFramePadding()+// - SeparatorEx() [Internal]+// - Separator()+// - SplitterBehavior() [Internal]+// - ShrinkWidths() [Internal]+//-------------------------------------------------------------------------++void ImGui::Spacing()+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;+    ItemSize(ImVec2(0, 0));+}++void ImGui::Dummy(const ImVec2& size)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);+    ItemSize(size);+    ItemAdd(bb, 0);+}++void ImGui::NewLine()+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    ImGuiContext& g = *GImGui;+    const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;+    window->DC.LayoutType = ImGuiLayoutType_Vertical;+    window->DC.IsSameLine = false;+    if (window->DC.CurrLineSize.y > 0.0f)     // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.+        ItemSize(ImVec2(0, 0));+    else+        ItemSize(ImVec2(0.0f, g.FontSize));+    window->DC.LayoutType = backup_layout_type;+}++void ImGui::AlignTextToFramePadding()+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    ImGuiContext& g = *GImGui;+    window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2);+    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y);+}++// Horizontal/vertical separating line+// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues.+// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are.+void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    ImGuiContext& g = *GImGui;+    IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)));   // Check that only 1 option is selected+    IM_ASSERT(thickness > 0.0f);++    if (flags & ImGuiSeparatorFlags_Vertical)+    {+        // Vertical separator, for menu bars (use current line height).+        float y1 = window->DC.CursorPos.y;+        float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y;+        const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2));+        ItemSize(ImVec2(thickness, 0.0f));+        if (!ItemAdd(bb, 0))+            return;++        // Draw+        window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));+        if (g.LogEnabled)+            LogText(" |");+    }+    else if (flags & ImGuiSeparatorFlags_Horizontal)+    {+        // Horizontal Separator+        float x1 = window->Pos.x;+        float x2 = window->Pos.x + window->Size.x;++        // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator+        if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)+            x1 += window->DC.Indent.x;++        // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want,+        // need to introduce a variant of WorkRect for that purpose. (#4787)+        if (ImGuiTable* table = g.CurrentTable)+        {+            x1 = table->Columns[table->CurrentColumn].MinX;+            x2 = table->Columns[table->CurrentColumn].MaxX;+        }++        // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set.+        // We currently don't need to provide the same feature for tables because tables naturally have border features.+        ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;+        if (columns)+            PushColumnsBackground();++        // We don't provide our width to the layout so that it doesn't get feed back into AutoFit+        // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)+        const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change.+        const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness));+        ItemSize(ImVec2(0.0f, thickness_for_layout));++        if (ItemAdd(bb, 0))+        {+            // Draw+            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator));+            if (g.LogEnabled)+                LogRenderedText(&bb.Min, "--------------------------------\n");++        }+        if (columns)+        {+            PopColumnsBackground();+            columns->LineMinY = window->DC.CursorPos.y;+        }+    }+}++void ImGui::Separator()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return;++    // Those flags should eventually be configurable by the user+    // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f.+    ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;+    flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot.+    SeparatorEx(flags, 1.0f);+}++void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiStyle& style = g.Style;++    const ImVec2 label_size = CalcTextSize(label, label_end, false);+    const ImVec2 pos = window->DC.CursorPos;+    const ImVec2 padding = style.SeparatorTextPadding;++    const float separator_thickness = style.SeparatorTextBorderSize;+    const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness));+    const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y));+    const float text_baseline_y = ImFloor((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f));+    ItemSize(min_size, text_baseline_y);+    if (!ItemAdd(bb, id))+        return;++    const float sep1_x1 = pos.x;+    const float sep2_x2 = bb.Max.x;+    const float seps_y = ImFloor((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f);++    const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f);+    const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN++    // This allows using SameLine() to position something in the 'extra_w'+    window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x;++    const ImU32 separator_col = GetColorU32(ImGuiCol_Separator);+    if (label_size.x > 0.0f)+    {+        const float sep1_x2 = label_pos.x - style.ItemSpacing.x;+        const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x;+        if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f)+            window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness);+        if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f)+            window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);+        if (g.LogEnabled)+            LogSetNextTextDecoration("---", NULL);+        RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size);+    }+    else+    {+        if (g.LogEnabled)+            LogText("---");+        if (separator_thickness > 0.0f)+            window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness);+    }+}++void ImGui::SeparatorText(const char* label)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;++    // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want:+    // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight)+    // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string)+    // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...'+    // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item,+    // and then we can turn this into a format function.+    SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f);+}++// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.+bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav))+        return false;++    // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is+    // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item.+    // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item.+    ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren;+#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS+    button_flags |= ImGuiButtonFlags_AllowOverlap;+#endif++    bool hovered, held;+    ImRect bb_interact = bb;+    bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f));+    ButtonBehavior(bb_interact, id, &hovered, &held, button_flags);+    if (hovered)+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb++    if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))+        SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);++    ImRect bb_render = bb;+    if (held)+    {+        ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min;+        float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x;++        // Minimum pane size+        float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1);+        float size_2_maximum_delta = ImMax(0.0f, *size2 - min_size2);+        if (mouse_delta < -size_1_maximum_delta)+            mouse_delta = -size_1_maximum_delta;+        if (mouse_delta > size_2_maximum_delta)+            mouse_delta = size_2_maximum_delta;++        // Apply resize+        if (mouse_delta != 0.0f)+        {+            if (mouse_delta < 0.0f)+                IM_ASSERT(*size1 + mouse_delta >= min_size1);+            if (mouse_delta > 0.0f)+                IM_ASSERT(*size2 - mouse_delta >= min_size2);+            *size1 += mouse_delta;+            *size2 -= mouse_delta;+            bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));+            MarkItemEdited(id);+        }+    }++    // Render at new position+    if (bg_col & IM_COL32_A_MASK)+        window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f);+    const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);+    window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);++    return held;+}++static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs)+{+    const ImGuiShrinkWidthItem* a = (const ImGuiShrinkWidthItem*)lhs;+    const ImGuiShrinkWidthItem* b = (const ImGuiShrinkWidthItem*)rhs;+    if (int d = (int)(b->Width - a->Width))+        return d;+    return (b->Index - a->Index);+}++// Shrink excess width from a set of item, by removing width from the larger items first.+// Set items Width to -1.0f to disable shrinking this item.+void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess)+{+    if (count == 1)+    {+        if (items[0].Width >= 0.0f)+            items[0].Width = ImMax(items[0].Width - width_excess, 1.0f);+        return;+    }+    ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer);+    int count_same_width = 1;+    while (width_excess > 0.0f && count_same_width < count)+    {+        while (count_same_width < count && items[0].Width <= items[count_same_width].Width)+            count_same_width++;+        float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f);+        if (max_width_to_remove_per_item <= 0.0f)+            break;+        float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item);+        for (int item_n = 0; item_n < count_same_width; item_n++)+            items[item_n].Width -= width_to_remove_per_item;+        width_excess -= width_to_remove_per_item * count_same_width;+    }++    // Round width and redistribute remainder+    // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.+    width_excess = 0.0f;+    for (int n = 0; n < count; n++)+    {+        float width_rounded = ImFloor(items[n].Width);+        width_excess += items[n].Width - width_rounded;+        items[n].Width = width_rounded;+    }+    while (width_excess > 0.0f)+        for (int n = 0; n < count && width_excess > 0.0f; n++)+        {+            float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f);+            items[n].Width += width_to_add;+            width_excess -= width_to_add;+        }+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: ComboBox+//-------------------------------------------------------------------------+// - CalcMaxPopupHeightFromItemCount() [Internal]+// - BeginCombo()+// - BeginComboPopup() [Internal]+// - EndCombo()+// - BeginComboPreview() [Internal]+// - EndComboPreview() [Internal]+// - Combo()+//-------------------------------------------------------------------------++static float CalcMaxPopupHeightFromItemCount(int items_count)+{+    ImGuiContext& g = *GImGui;+    if (items_count <= 0)+        return FLT_MAX;+    return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);+}++bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();++    ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags;+    g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values+    if (window->SkipItems)+        return false;++    const ImGuiStyle& style = g.Style;+    const ImGuiID id = window->GetID(label);+    IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together++    const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();+    const ImVec2 label_size = CalcTextSize(label, NULL, true);+    const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));+    const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));+    ItemSize(total_bb, style.FramePadding.y);+    if (!ItemAdd(total_bb, id, &bb))+        return false;++    // Open on click+    bool hovered, held;+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);+    const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);+    bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);+    if (pressed && !popup_open)+    {+        OpenPopupEx(popup_id, ImGuiPopupFlags_None);+        popup_open = true;+    }++    // Render shape+    const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);+    const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size);+    RenderNavHighlight(bb, id);+    if (!(flags & ImGuiComboFlags_NoPreview))+        window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft);+    if (!(flags & ImGuiComboFlags_NoArrowButton))+    {+        ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button);+        ImU32 text_col = GetColorU32(ImGuiCol_Text);+        window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight);+        if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x)+            RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f);+    }+    RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding);++    // Custom preview+    if (flags & ImGuiComboFlags_CustomPreview)+    {+        g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y);+        IM_ASSERT(preview_value == NULL || preview_value[0] == 0);+        preview_value = NULL;+    }++    // Render preview and label+    if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))+    {+        if (g.LogEnabled)+            LogSetNextTextDecoration("{", "}");+        RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL);+    }+    if (label_size.x > 0)+        RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label);++    if (!popup_open)+        return false;++    g.NextWindowData.Flags = backup_next_window_data_flags;+    return BeginComboPopup(popup_id, bb, flags);+}++bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags)+{+    ImGuiContext& g = *GImGui;+    if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None))+    {+        g.NextWindowData.ClearFlags();+        return false;+    }++    // Set popup size+    float w = bb.GetWidth();+    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)+    {+        g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);+    }+    else+    {+        if ((flags & ImGuiComboFlags_HeightMask_) == 0)+            flags |= ImGuiComboFlags_HeightRegular;+        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one+        int popup_max_height_in_items = -1;+        if (flags & ImGuiComboFlags_HeightRegular)     popup_max_height_in_items = 8;+        else if (flags & ImGuiComboFlags_HeightSmall)  popup_max_height_in_items = 4;+        else if (flags & ImGuiComboFlags_HeightLarge)  popup_max_height_in_items = 20;+        ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX);+        if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size+            constraint_min.x = w;+        if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f)+            constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items);+        SetNextWindowSizeConstraints(constraint_min, constraint_max);+    }++    // This is essentially a specialized version of BeginPopupEx()+    char name[16];+    ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth++    // Set position given a custom constraint (peak into expected window size so we can position it)+    // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function?+    // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()?+    if (ImGuiWindow* popup_window = FindWindowByName(name))+        if (popup_window->WasActive)+        {+            // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us.+            ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window);+            popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)"+            ImRect r_outer = GetPopupAllowedExtentRect(popup_window);+            ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox);+            SetNextWindowPos(pos);+        }++    // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx()+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove;+    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text+    bool ret = Begin(name, NULL, window_flags);+    PopStyleVar();+    if (!ret)+    {+        EndPopup();+        IM_ASSERT(0);   // This should never happen as we tested for IsPopupOpen() above+        return false;+    }+    return true;+}++void ImGui::EndCombo()+{+    EndPopup();+}++// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements+// (Experimental, see GitHub issues: #1658, #4168)+bool ImGui::BeginComboPreview()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;++    if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible))+        return false;+    IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag?+    if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional)+        return false;++    // FIXME: This could be contained in a PushWorkRect() api+    preview_data->BackupCursorPos = window->DC.CursorPos;+    preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos;+    preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine;+    preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;+    preview_data->BackupLayout = window->DC.LayoutType;+    window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding;+    window->DC.CursorMaxPos = window->DC.CursorPos;+    window->DC.LayoutType = ImGuiLayoutType_Horizontal;+    window->DC.IsSameLine = false;+    PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true);++    return true;+}++void ImGui::EndComboPreview()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;++    // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future+    ImDrawList* draw_list = window->DrawList;+    if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y)+        if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command+        {+            draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect;+            draw_list->_TryMergeDrawCmds();+        }+    PopClipRect();+    window->DC.CursorPos = preview_data->BackupCursorPos;+    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos);+    window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine;+    window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset;+    window->DC.LayoutType = preview_data->BackupLayout;+    window->DC.IsSameLine = false;+    preview_data->PreviewRect = ImRect();+}++// Getter for the old Combo() API: const char*[]+static bool Items_ArrayGetter(void* data, int idx, const char** out_text)+{+    const char* const* items = (const char* const*)data;+    if (out_text)+        *out_text = items[idx];+    return true;+}++// Getter for the old Combo() API: "item1\0item2\0item3\0"+static bool Items_SingleStringGetter(void* data, int idx, const char** out_text)+{+    // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.+    const char* items_separated_by_zeros = (const char*)data;+    int items_count = 0;+    const char* p = items_separated_by_zeros;+    while (*p)+    {+        if (idx == items_count)+            break;+        p += strlen(p) + 1;+        items_count++;+    }+    if (!*p)+        return false;+    if (out_text)+        *out_text = p;+    return true;+}++// Old API, prefer using BeginCombo() nowadays if you can.+bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items)+{+    ImGuiContext& g = *GImGui;++    // Call the getter to obtain the preview string which is a parameter to BeginCombo()+    const char* preview_value = NULL;+    if (*current_item >= 0 && *current_item < items_count)+        items_getter(data, *current_item, &preview_value);++    // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.+    if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint))+        SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));++    if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))+        return false;++    // Display items+    // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)+    bool value_changed = false;+    for (int i = 0; i < items_count; i++)+    {+        PushID(i);+        const bool item_selected = (i == *current_item);+        const char* item_text;+        if (!items_getter(data, i, &item_text))+            item_text = "*Unknown item*";+        if (Selectable(item_text, item_selected) && *current_item != i)+        {+            value_changed = true;+            *current_item = i;+        }+        if (item_selected)+            SetItemDefaultFocus();+        PopID();+    }++    EndCombo();++    if (value_changed)+        MarkItemEdited(g.LastItemData.ID);++    return value_changed;+}++// Combo box helper allowing to pass an array of strings.+bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)+{+    const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);+    return value_changed;+}++// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"+bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)+{+    int items_count = 0;+    const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open+    while (*p)+    {+        p += strlen(p) + 1;+        items_count++;+    }+    bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);+    return value_changed;+}++//-------------------------------------------------------------------------+// [SECTION] Data Type and Data Formatting Helpers [Internal]+//-------------------------------------------------------------------------+// - DataTypeGetInfo()+// - DataTypeFormatString()+// - DataTypeApplyOp()+// - DataTypeApplyOpFromText()+// - DataTypeCompare()+// - DataTypeClamp()+// - GetMinimumStepAtDecimalPrecision+// - RoundScalarWithFormat<>()+//-------------------------------------------------------------------------++static const ImGuiDataTypeInfo GDataTypeInfo[] =+{+    { sizeof(char),             "S8",   "%d",   "%d"    },  // ImGuiDataType_S8+    { sizeof(unsigned char),    "U8",   "%u",   "%u"    },+    { sizeof(short),            "S16",  "%d",   "%d"    },  // ImGuiDataType_S16+    { sizeof(unsigned short),   "U16",  "%u",   "%u"    },+    { sizeof(int),              "S32",  "%d",   "%d"    },  // ImGuiDataType_S32+    { sizeof(unsigned int),     "U32",  "%u",   "%u"    },+#ifdef _MSC_VER+    { sizeof(ImS64),            "S64",  "%I64d","%I64d" },  // ImGuiDataType_S64+    { sizeof(ImU64),            "U64",  "%I64u","%I64u" },+#else+    { sizeof(ImS64),            "S64",  "%lld", "%lld"  },  // ImGuiDataType_S64+    { sizeof(ImU64),            "U64",  "%llu", "%llu"  },+#endif+    { sizeof(float),            "float", "%.3f","%f"    },  // ImGuiDataType_Float (float are promoted to double in va_arg)+    { sizeof(double),           "double","%f",  "%lf"   },  // ImGuiDataType_Double+};+IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);++const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type)+{+    IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);+    return &GDataTypeInfo[data_type];+}++int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format)+{+    // Signedness doesn't matter when pushing integer arguments+    if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32)+        return ImFormatString(buf, buf_size, format, *(const ImU32*)p_data);+    if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)+        return ImFormatString(buf, buf_size, format, *(const ImU64*)p_data);+    if (data_type == ImGuiDataType_Float)+        return ImFormatString(buf, buf_size, format, *(const float*)p_data);+    if (data_type == ImGuiDataType_Double)+        return ImFormatString(buf, buf_size, format, *(const double*)p_data);+    if (data_type == ImGuiDataType_S8)+        return ImFormatString(buf, buf_size, format, *(const ImS8*)p_data);+    if (data_type == ImGuiDataType_U8)+        return ImFormatString(buf, buf_size, format, *(const ImU8*)p_data);+    if (data_type == ImGuiDataType_S16)+        return ImFormatString(buf, buf_size, format, *(const ImS16*)p_data);+    if (data_type == ImGuiDataType_U16)+        return ImFormatString(buf, buf_size, format, *(const ImU16*)p_data);+    IM_ASSERT(0);+    return 0;+}++void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2)+{+    IM_ASSERT(op == '+' || op == '-');+    switch (data_type)+    {+        case ImGuiDataType_S8:+            if (op == '+') { *(ImS8*)output  = ImAddClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }+            if (op == '-') { *(ImS8*)output  = ImSubClampOverflow(*(const ImS8*)arg1,  *(const ImS8*)arg2,  IM_S8_MIN,  IM_S8_MAX); }+            return;+        case ImGuiDataType_U8:+            if (op == '+') { *(ImU8*)output  = ImAddClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }+            if (op == '-') { *(ImU8*)output  = ImSubClampOverflow(*(const ImU8*)arg1,  *(const ImU8*)arg2,  IM_U8_MIN,  IM_U8_MAX); }+            return;+        case ImGuiDataType_S16:+            if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }+            if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); }+            return;+        case ImGuiDataType_U16:+            if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }+            if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); }+            return;+        case ImGuiDataType_S32:+            if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }+            if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); }+            return;+        case ImGuiDataType_U32:+            if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }+            if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); }+            return;+        case ImGuiDataType_S64:+            if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }+            if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); }+            return;+        case ImGuiDataType_U64:+            if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }+            if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); }+            return;+        case ImGuiDataType_Float:+            if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; }+            if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; }+            return;+        case ImGuiDataType_Double:+            if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; }+            if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; }+            return;+        case ImGuiDataType_COUNT: break;+    }+    IM_ASSERT(0);+}++// User can input math operators (e.g. +100) to edit a numerical values.+// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..+bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format)+{+    while (ImCharIsBlankA(*buf))+        buf++;+    if (!buf[0])+        return false;++    // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.+    const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);+    ImGuiDataTypeTempStorage data_backup;+    memcpy(&data_backup, p_data, type_info->Size);++    // Sanitize format+    // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf+    // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %.+    char format_sanitized[32];+    if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)+        format = type_info->ScanFmt;+    else+        format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized));++    // Small types need a 32-bit buffer to receive the result from scanf()+    int v32 = 0;+    if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1)+        return false;+    if (type_info->Size < 4)+    {+        if (data_type == ImGuiDataType_S8)+            *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);+        else if (data_type == ImGuiDataType_U8)+            *(ImU8*)p_data = (ImU8)ImClamp(v32, (int)IM_U8_MIN, (int)IM_U8_MAX);+        else if (data_type == ImGuiDataType_S16)+            *(ImS16*)p_data = (ImS16)ImClamp(v32, (int)IM_S16_MIN, (int)IM_S16_MAX);+        else if (data_type == ImGuiDataType_U16)+            *(ImU16*)p_data = (ImU16)ImClamp(v32, (int)IM_U16_MIN, (int)IM_U16_MAX);+        else+            IM_ASSERT(0);+    }++    return memcmp(&data_backup, p_data, type_info->Size) != 0;+}++template<typename T>+static int DataTypeCompareT(const T* lhs, const T* rhs)+{+    if (*lhs < *rhs) return -1;+    if (*lhs > *rhs) return +1;+    return 0;+}++int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2)+{+    switch (data_type)+    {+    case ImGuiDataType_S8:     return DataTypeCompareT<ImS8  >((const ImS8*  )arg_1, (const ImS8*  )arg_2);+    case ImGuiDataType_U8:     return DataTypeCompareT<ImU8  >((const ImU8*  )arg_1, (const ImU8*  )arg_2);+    case ImGuiDataType_S16:    return DataTypeCompareT<ImS16 >((const ImS16* )arg_1, (const ImS16* )arg_2);+    case ImGuiDataType_U16:    return DataTypeCompareT<ImU16 >((const ImU16* )arg_1, (const ImU16* )arg_2);+    case ImGuiDataType_S32:    return DataTypeCompareT<ImS32 >((const ImS32* )arg_1, (const ImS32* )arg_2);+    case ImGuiDataType_U32:    return DataTypeCompareT<ImU32 >((const ImU32* )arg_1, (const ImU32* )arg_2);+    case ImGuiDataType_S64:    return DataTypeCompareT<ImS64 >((const ImS64* )arg_1, (const ImS64* )arg_2);+    case ImGuiDataType_U64:    return DataTypeCompareT<ImU64 >((const ImU64* )arg_1, (const ImU64* )arg_2);+    case ImGuiDataType_Float:  return DataTypeCompareT<float >((const float* )arg_1, (const float* )arg_2);+    case ImGuiDataType_Double: return DataTypeCompareT<double>((const double*)arg_1, (const double*)arg_2);+    case ImGuiDataType_COUNT:  break;+    }+    IM_ASSERT(0);+    return 0;+}++template<typename T>+static bool DataTypeClampT(T* v, const T* v_min, const T* v_max)+{+    // Clamp, both sides are optional, return true if modified+    if (v_min && *v < *v_min) { *v = *v_min; return true; }+    if (v_max && *v > *v_max) { *v = *v_max; return true; }+    return false;+}++bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max)+{+    switch (data_type)+    {+    case ImGuiDataType_S8:     return DataTypeClampT<ImS8  >((ImS8*  )p_data, (const ImS8*  )p_min, (const ImS8*  )p_max);+    case ImGuiDataType_U8:     return DataTypeClampT<ImU8  >((ImU8*  )p_data, (const ImU8*  )p_min, (const ImU8*  )p_max);+    case ImGuiDataType_S16:    return DataTypeClampT<ImS16 >((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max);+    case ImGuiDataType_U16:    return DataTypeClampT<ImU16 >((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max);+    case ImGuiDataType_S32:    return DataTypeClampT<ImS32 >((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max);+    case ImGuiDataType_U32:    return DataTypeClampT<ImU32 >((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max);+    case ImGuiDataType_S64:    return DataTypeClampT<ImS64 >((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max);+    case ImGuiDataType_U64:    return DataTypeClampT<ImU64 >((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max);+    case ImGuiDataType_Float:  return DataTypeClampT<float >((float* )p_data, (const float* )p_min, (const float* )p_max);+    case ImGuiDataType_Double: return DataTypeClampT<double>((double*)p_data, (const double*)p_min, (const double*)p_max);+    case ImGuiDataType_COUNT:  break;+    }+    IM_ASSERT(0);+    return false;+}++static float GetMinimumStepAtDecimalPrecision(int decimal_precision)+{+    static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };+    if (decimal_precision < 0)+        return FLT_MIN;+    return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);+}++template<typename TYPE>+TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)+{+    IM_UNUSED(data_type);+    IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);+    const char* fmt_start = ImParseFormatFindStart(format);+    if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string+        return v;++    // Sanitize format+    char fmt_sanitized[32];+    ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));+    fmt_start = fmt_sanitized;++    // Format value with our rounding, and read back+    char v_str[64];+    ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v);+    const char* p = v_str;+    while (*p == ' ')+        p++;+    v = (TYPE)ImAtof(p);++    return v;+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: DragScalar, DragFloat, DragInt, etc.+//-------------------------------------------------------------------------+// - DragBehaviorT<>() [Internal]+// - DragBehavior() [Internal]+// - DragScalar()+// - DragScalarN()+// - DragFloat()+// - DragFloat2()+// - DragFloat3()+// - DragFloat4()+// - DragFloatRange2()+// - DragInt()+// - DragInt2()+// - DragInt3()+// - DragInt4()+// - DragIntRange2()+//-------------------------------------------------------------------------++// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)+template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>+bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags)+{+    ImGuiContext& g = *GImGui;+    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;+    const bool is_clamped = (v_min < v_max);+    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;+    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);++    // Default tweak speed+    if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX))+        v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);++    // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings+    float adjust_delta = 0.0f;+    if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))+    {+        adjust_delta = g.IO.MouseDelta[axis];+        if (g.IO.KeyAlt)+            adjust_delta *= 1.0f / 100.0f;+        if (g.IO.KeyShift)+            adjust_delta *= 10.0f;+    }+    else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)+    {+        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;+        const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);+        const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);+        const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f;+        adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor;+        v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));+    }+    adjust_delta *= v_speed;++    // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter.+    if (axis == ImGuiAxis_Y)+        adjust_delta = -adjust_delta;++    // For logarithmic use our range is effectively 0..1 so scale the delta into that range+    if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0+        adjust_delta /= (float)(v_max - v_min);++    // Clear current value on activation+    // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.+    bool is_just_activated = g.ActiveIdIsJustActivated;+    bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));+    if (is_just_activated || is_already_past_limits_and_pushing_outward)+    {+        g.DragCurrentAccum = 0.0f;+        g.DragCurrentAccumDirty = false;+    }+    else if (adjust_delta != 0.0f)+    {+        g.DragCurrentAccum += adjust_delta;+        g.DragCurrentAccumDirty = true;+    }++    if (!g.DragCurrentAccumDirty)+        return false;++    TYPE v_cur = *v;+    FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;++    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true+    const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense)+    if (is_logarithmic)+    {+        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.+        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;+        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);++        // Convert to parametric space, apply delta, convert back+        float v_old_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);+        float v_new_parametric = v_old_parametric + g.DragCurrentAccum;+        v_cur = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);+        v_old_ref_for_accum_remainder = v_old_parametric;+    }+    else+    {+        v_cur += (SIGNEDTYPE)g.DragCurrentAccum;+    }++    // Round to user desired precision based on format string+    if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))+        v_cur = RoundScalarWithFormatT<TYPE>(format, data_type, v_cur);++    // Preserve remainder after rounding has been applied. This also allow slow tweaking of values.+    g.DragCurrentAccumDirty = false;+    if (is_logarithmic)+    {+        // Convert to parametric space, apply delta, convert back+        float v_new_parametric = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);+        g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder);+    }+    else+    {+        g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);+    }++    // Lose zero sign for float/double+    if (v_cur == (TYPE)-0)+        v_cur = (TYPE)0;++    // Clamp values (+ handle overflow/wrap-around for integer types)+    if (*v != v_cur && is_clamped)+    {+        if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point))+            v_cur = v_min;+        if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point))+            v_cur = v_max;+    }++    // Apply result+    if (*v == v_cur)+        return false;+    *v = v_cur;+    return true;+}++bool ImGui::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)+{+    // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.+    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");++    ImGuiContext& g = *GImGui;+    if (g.ActiveId == id)+    {+        // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.+        if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])+            ClearActiveID();+        else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)+            ClearActiveID();+    }+    if (g.ActiveId != id)+        return false;+    if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))+        return false;++    switch (data_type)+    {+    case ImGuiDataType_S8:     { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN,  p_max ? *(const ImS8*)p_max  : IM_S8_MAX,  format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; }+    case ImGuiDataType_U8:     { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN,  p_max ? *(const ImU8*)p_max  : IM_U8_MAX,  format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; }+    case ImGuiDataType_S16:    { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT<ImS32, ImS32, float>(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }+    case ImGuiDataType_U16:    { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT<ImU32, ImS32, float>(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }+    case ImGuiDataType_S32:    return DragBehaviorT<ImS32, ImS32, float >(data_type, (ImS32*)p_v,  v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags);+    case ImGuiDataType_U32:    return DragBehaviorT<ImU32, ImS32, float >(data_type, (ImU32*)p_v,  v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags);+    case ImGuiDataType_S64:    return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64*)p_v,  v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags);+    case ImGuiDataType_U64:    return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64*)p_v,  v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags);+    case ImGuiDataType_Float:  return DragBehaviorT<float, float, float >(data_type, (float*)p_v,  v_speed, p_min ? *(const float* )p_min : -FLT_MAX,   p_max ? *(const float* )p_max : FLT_MAX,    format, flags);+    case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX,   p_max ? *(const double*)p_max : DBL_MAX,    format, flags);+    case ImGuiDataType_COUNT:  break;+    }+    IM_ASSERT(0);+    return false;+}++// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional.+// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.+bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const ImGuiID id = window->GetID(label);+    const float w = CalcItemWidth();++    const ImVec2 label_size = CalcTextSize(label, NULL, true);+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));++    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;+    ItemSize(total_bb, style.FramePadding.y);+    if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))+        return false;++    // Default format string when passing NULL+    if (format == NULL)+        format = DataTypeGetInfo(data_type)->PrintFmt;++    const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);+    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);+    if (!temp_input_is_active)+    {+        // Tabbing or CTRL-clicking on Drag turns it into an InputText+        const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;+        const bool clicked = hovered && IsMouseClicked(0, id);+        const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));+        const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id);+        if (make_active && (clicked || double_clicked))+            SetKeyOwner(ImGuiKey_MouseLeft, id);+        if (make_active && temp_input_allowed)+            if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))+                temp_input_is_active = true;++        // (Optional) simple click (without moving) turns Drag into an InputText+        if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)+            if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))+            {+                g.NavActivateId = id;+                g.NavActivateFlags = ImGuiActivateFlags_PreferInput;+                temp_input_is_active = true;+            }++        if (make_active && !temp_input_is_active)+        {+            SetActiveID(id, window);+            SetFocusID(id, window);+            FocusWindow(window);+            g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);+        }+    }++    if (temp_input_is_active)+    {+        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set+        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0);+        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);+    }++    // Draw frame+    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);+    RenderNavHighlight(frame_bb, id);+    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);++    // Drag behavior+    const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags);+    if (value_changed)+        MarkItemEdited(id);++    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.+    char value_buf[64];+    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);+    if (g.LogEnabled)+        LogSetNextTextDecoration("{", "}");+    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));++    if (label_size.x > 0.0f)+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);++    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));+    return value_changed;+}++bool ImGui::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, ImGuiSliderFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    bool value_changed = false;+    BeginGroup();+    PushID(label);+    PushMultiItemsWidths(components, CalcItemWidth());+    size_t type_size = GDataTypeInfo[data_type].Size;+    for (int i = 0; i < components; i++)+    {+        PushID(i);+        if (i > 0)+            SameLine(0, g.Style.ItemInnerSpacing.x);+        value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags);+        PopID();+        PopItemWidth();+        p_data = (void*)((char*)p_data + type_size);+    }+    PopID();++    const char* label_end = FindRenderedTextEnd(label);+    if (label != label_end)+    {+        SameLine(0, g.Style.ItemInnerSpacing.x);+        TextEx(label, label_end);+    }++    EndGroup();+    return value_changed;+}++bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)+{+    return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags);+}++bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)+{+    return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags);+}++bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)+{+    return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags);+}++bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)+{+    return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags);+}++// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.+bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    PushID(label);+    BeginGroup();+    PushMultiItemsWidths(2, CalcItemWidth());++    float min_min = (v_min >= v_max) ? -FLT_MAX : v_min;+    float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);+    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);+    bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags);+    PopItemWidth();+    SameLine(0, g.Style.ItemInnerSpacing.x);++    float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);+    float max_max = (v_min >= v_max) ? FLT_MAX : v_max;+    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);+    value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags);+    PopItemWidth();+    SameLine(0, g.Style.ItemInnerSpacing.x);++    TextEx(label, FindRenderedTextEnd(label));+    EndGroup();+    PopID();++    return value_changed;+}++// NB: v_speed is float to allow adjusting the drag speed with more precision+bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)+{+    return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags);+}++bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)+{+    return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags);+}++bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)+{+    return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags);+}++bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)+{+    return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags);+}++// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this.+bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    PushID(label);+    BeginGroup();+    PushMultiItemsWidths(2, CalcItemWidth());++    int min_min = (v_min >= v_max) ? INT_MIN : v_min;+    int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max);+    ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0);+    bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags);+    PopItemWidth();+    SameLine(0, g.Style.ItemInnerSpacing.x);++    int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min);+    int max_max = (v_min >= v_max) ? INT_MAX : v_max;+    ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0);+    value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags);+    PopItemWidth();+    SameLine(0, g.Style.ItemInnerSpacing.x);++    TextEx(label, FindRenderedTextEnd(label));+    EndGroup();+    PopID();++    return value_changed;+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc.+//-------------------------------------------------------------------------+// - ScaleRatioFromValueT<> [Internal]+// - ScaleValueFromRatioT<> [Internal]+// - SliderBehaviorT<>() [Internal]+// - SliderBehavior() [Internal]+// - SliderScalar()+// - SliderScalarN()+// - SliderFloat()+// - SliderFloat2()+// - SliderFloat3()+// - SliderFloat4()+// - SliderAngle()+// - SliderInt()+// - SliderInt2()+// - SliderInt3()+// - SliderInt4()+// - VSliderScalar()+// - VSliderFloat()+// - VSliderInt()+//-------------------------------------------------------------------------++// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT)+template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>+float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)+{+    if (v_min == v_max)+        return 0.0f;+    IM_UNUSED(data_type);++    const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);+    if (is_logarithmic)+    {+        bool flipped = v_max < v_min;++        if (flipped) // Handle the case where the range is backwards+            ImSwap(v_min, v_max);++        // Fudge min/max to avoid getting close to log(0)+        FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;+        FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;++        // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)+        if ((v_min == 0.0f) && (v_max < 0.0f))+            v_min_fudged = -logarithmic_zero_epsilon;+        else if ((v_max == 0.0f) && (v_min < 0.0f))+            v_max_fudged = -logarithmic_zero_epsilon;++        float result;+        if (v_clamped <= v_min_fudged)+            result = 0.0f; // Workaround for values that are in-range but below our fudge+        else if (v_clamped >= v_max_fudged)+            result = 1.0f; // Workaround for values that are in-range but above our fudge+        else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions+        {+            float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space.  There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine)+            float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;+            float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;+            if (v == 0.0f)+                result = zero_point_center; // Special case for exactly zero+            else if (v < 0.0f)+                result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L;+            else+                result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R));+        }+        else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider+            result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged));+        else+            result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged));++        return flipped ? (1.0f - result) : result;+    }+    else+    {+        // Linear slider+        return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));+    }+}++// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)+template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>+TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize)+{+    // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct"+    // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler.+    if (t <= 0.0f || v_min == v_max)+        return v_min;+    if (t >= 1.0f)+        return v_max;++    TYPE result = (TYPE)0;+    if (is_logarithmic)+    {+        // Fudge min/max to avoid getting silly results close to zero+        FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;+        FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;++        const bool flipped = v_max < v_min; // Check if range is "backwards"+        if (flipped)+            ImSwap(v_min_fudged, v_max_fudged);++        // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)+        if ((v_max == 0.0f) && (v_min < 0.0f))+            v_max_fudged = -logarithmic_zero_epsilon;++        float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range++        if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts+        {+            float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space+            float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize;+            float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize;+            if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R)+                result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise)+            else if (t_with_flip < zero_point_center)+                result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L))));+            else+                result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));+        }+        else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider+            result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));+        else+            result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));+    }+    else+    {+        // Linear slider+        const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);+        if (is_floating_point)+        {+            result = ImLerp(v_min, v_max, t);+        }+        else if (t < 1.0)+        {+            // - For integer values we want the clicking position to match the grab box so we round above+            //   This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..+            // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64+            //   range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.+            FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;+            result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));+        }+    }++    return result;+}++// FIXME: Try to move more of the code into shared SliderBehavior()+template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>+bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb)+{+    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;++    const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;+    const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;+    const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);+    const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it.++    // Calculate bounds+    const float grab_padding = 2.0f; // FIXME: Should be part of style.+    const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;+    float grab_sz = style.GrabMinSize;+    if (!is_floating_point && v_range_f >= 0.0f)                         // v_range_f < 0 may happen on integer overflows+        grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit+    grab_sz = ImMin(grab_sz, slider_sz);+    const float slider_usable_sz = slider_sz - grab_sz;+    const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f;+    const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f;++    float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true+    float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true+    if (is_logarithmic)+    {+        // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound.+        const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1;+        logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision);+        zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f);+    }++    // Process interacting with the slider+    bool value_changed = false;+    if (g.ActiveId == id)+    {+        bool set_new_value = false;+        float clicked_t = 0.0f;+        if (g.ActiveIdSource == ImGuiInputSource_Mouse)+        {+            if (!g.IO.MouseDown[0])+            {+                ClearActiveID();+            }+            else+            {+                const float mouse_abs_pos = g.IO.MousePos[axis];+                if (g.ActiveIdIsJustActivated)+                {+                    float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);+                    if (axis == ImGuiAxis_Y)+                        grab_t = 1.0f - grab_t;+                    const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);+                    const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here.+                    g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f;+                }+                if (slider_usable_sz > 0.0f)+                    clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz);+                if (axis == ImGuiAxis_Y)+                    clicked_t = 1.0f - clicked_t;+                set_new_value = true;+            }+        }+        else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)+        {+            if (g.ActiveIdIsJustActivated)+            {+                g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation+                g.SliderCurrentAccumDirty = false;+            }++            float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis);+            if (input_delta != 0.0f)+            {+                const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);+                const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);+                const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;+                if (decimal_precision > 0)+                {+                    input_delta /= 100.0f;    // Gamepad/keyboard tweak speeds in % of slider bounds+                    if (tweak_slow)+                        input_delta /= 10.0f;+                }+                else+                {+                    if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow)+                        input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Gamepad/keyboard tweak speeds in integer steps+                    else+                        input_delta /= 100.0f;+                }+                if (tweak_fast)+                    input_delta *= 10.0f;++                g.SliderCurrentAccum += input_delta;+                g.SliderCurrentAccumDirty = true;+            }++            float delta = g.SliderCurrentAccum;+            if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)+            {+                ClearActiveID();+            }+            else if (g.SliderCurrentAccumDirty)+            {+                clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);++                if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits+                {+                    set_new_value = false;+                    g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate+                }+                else+                {+                    set_new_value = true;+                    float old_clicked_t = clicked_t;+                    clicked_t = ImSaturate(clicked_t + delta);++                    // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator+                    TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);+                    if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))+                        v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);+                    float new_clicked_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);++                    if (delta > 0)+                        g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta);+                    else+                        g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta);+                }++                g.SliderCurrentAccumDirty = false;+            }+        }++        if (set_new_value)+            if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))+                set_new_value = false;++        if (set_new_value)+        {+            TYPE v_new = ScaleValueFromRatioT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);++            // Round to user desired precision based on format string+            if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))+                v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);++            // Apply result+            if (*v != v_new)+            {+                *v = v_new;+                value_changed = true;+            }+        }+    }++    if (slider_sz < 1.0f)+    {+        *out_grab_bb = ImRect(bb.Min, bb.Min);+    }+    else+    {+        // Output grab position so it can be displayed by the caller+        float grab_t = ScaleRatioFromValueT<TYPE, SIGNEDTYPE, FLOATTYPE>(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize);+        if (axis == ImGuiAxis_Y)+            grab_t = 1.0f - grab_t;+        const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);+        if (axis == ImGuiAxis_X)+            *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding);+        else+            *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f);+    }++    return value_changed;+}++// For 32-bit and larger types, slider bounds are limited to half the natural type range.+// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.+// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.+bool ImGui::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)+{+    // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert.+    IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag!  Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead.");++    switch (data_type)+    {+    case ImGuiDataType_S8:  { ImS32 v32 = (ImS32)*(ImS8*)p_v;  bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min,  *(const ImS8*)p_max,  format, flags, out_grab_bb); if (r) *(ImS8*)p_v  = (ImS8)v32;  return r; }+    case ImGuiDataType_U8:  { ImU32 v32 = (ImU32)*(ImU8*)p_v;  bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min,  *(const ImU8*)p_max,  format, flags, out_grab_bb); if (r) *(ImU8*)p_v  = (ImU8)v32;  return r; }+    case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT<ImS32, ImS32, float>(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; }+    case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT<ImU32, ImS32, float>(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; }+    case ImGuiDataType_S32:+        IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2);+        return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)p_v,  *(const ImS32*)p_min,  *(const ImS32*)p_max,  format, flags, out_grab_bb);+    case ImGuiDataType_U32:+        IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2);+        return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)p_v,  *(const ImU32*)p_min,  *(const ImU32*)p_max,  format, flags, out_grab_bb);+    case ImGuiDataType_S64:+        IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2);+        return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)p_v,  *(const ImS64*)p_min,  *(const ImS64*)p_max,  format, flags, out_grab_bb);+    case ImGuiDataType_U64:+        IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2);+        return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)p_v,  *(const ImU64*)p_min,  *(const ImU64*)p_max,  format, flags, out_grab_bb);+    case ImGuiDataType_Float:+        IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f);+        return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)p_v,  *(const float*)p_min,  *(const float*)p_max,  format, flags, out_grab_bb);+    case ImGuiDataType_Double:+        IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f);+        return SliderBehaviorT<double, double, double>(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb);+    case ImGuiDataType_COUNT: break;+    }+    IM_ASSERT(0);+    return false;+}++// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required.+// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.+bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const ImGuiID id = window->GetID(label);+    const float w = CalcItemWidth();++    const ImVec2 label_size = CalcTextSize(label, NULL, true);+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f));+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));++    const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;+    ItemSize(total_bb, style.FramePadding.y);+    if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))+        return false;++    // Default format string when passing NULL+    if (format == NULL)+        format = DataTypeGetInfo(data_type)->PrintFmt;++    const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);+    bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);+    if (!temp_input_is_active)+    {+        // Tabbing or CTRL-clicking on Slider turns it into an input box+        const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;+        const bool clicked = hovered && IsMouseClicked(0, id);+        const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id);+        if (make_active && clicked)+            SetKeyOwner(ImGuiKey_MouseLeft, id);+        if (make_active && temp_input_allowed)+            if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput)))+                temp_input_is_active = true;++        if (make_active && !temp_input_is_active)+        {+            SetActiveID(id, window);+            SetFocusID(id, window);+            FocusWindow(window);+            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);+        }+    }++    if (temp_input_is_active)+    {+        // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set+        const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0;+        return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL);+    }++    // Draw frame+    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);+    RenderNavHighlight(frame_bb, id);+    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);++    // Slider behavior+    ImRect grab_bb;+    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb);+    if (value_changed)+        MarkItemEdited(id);++    // Render grab+    if (grab_bb.Max.x > grab_bb.Min.x)+        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);++    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.+    char value_buf[64];+    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);+    if (g.LogEnabled)+        LogSetNextTextDecoration("{", "}");+    RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f));++    if (label_size.x > 0.0f)+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);++    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0));+    return value_changed;+}++// Add multiple sliders on 1 line for compact edition of multiple components+bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    bool value_changed = false;+    BeginGroup();+    PushID(label);+    PushMultiItemsWidths(components, CalcItemWidth());+    size_t type_size = GDataTypeInfo[data_type].Size;+    for (int i = 0; i < components; i++)+    {+        PushID(i);+        if (i > 0)+            SameLine(0, g.Style.ItemInnerSpacing.x);+        value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags);+        PopID();+        PopItemWidth();+        v = (void*)((char*)v + type_size);+    }+    PopID();++    const char* label_end = FindRenderedTextEnd(label);+    if (label != label_end)+    {+        SameLine(0, g.Style.ItemInnerSpacing.x);+        TextEx(label, label_end);+    }++    EndGroup();+    return value_changed;+}++bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)+{+    return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);+}++bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)+{+    return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags);+}++bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)+{+    return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags);+}++bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags)+{+    return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags);+}++bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags)+{+    if (format == NULL)+        format = "%.0f deg";+    float v_deg = (*v_rad) * 360.0f / (2 * IM_PI);+    bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags);+    *v_rad = v_deg * (2 * IM_PI) / 360.0f;+    return value_changed;+}++bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)+{+    return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);+}++bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)+{+    return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags);+}++bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)+{+    return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags);+}++bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags)+{+    return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags);+}++bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const ImGuiID id = window->GetID(label);++    const ImVec2 label_size = CalcTextSize(label, NULL, true);+    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);+    const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));++    ItemSize(bb, style.FramePadding.y);+    if (!ItemAdd(frame_bb, id))+        return false;++    // Default format string when passing NULL+    if (format == NULL)+        format = DataTypeGetInfo(data_type)->PrintFmt;++    const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);+    const bool clicked = hovered && IsMouseClicked(0, id);+    if (clicked || g.NavActivateId == id)+    {+        if (clicked)+            SetKeyOwner(ImGuiKey_MouseLeft, id);+        SetActiveID(id, window);+        SetFocusID(id, window);+        FocusWindow(window);+        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);+    }++    // Draw frame+    const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);+    RenderNavHighlight(frame_bb, id);+    RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding);++    // Slider behavior+    ImRect grab_bb;+    const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb);+    if (value_changed)+        MarkItemEdited(id);++    // Render grab+    if (grab_bb.Max.y > grab_bb.Min.y)+        window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);++    // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.+    // For the vertical slider we allow centered text to overlap the frame padding+    char value_buf[64];+    const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format);+    RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f));+    if (label_size.x > 0.0f)+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);++    return value_changed;+}++bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags)+{+    return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags);+}++bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags)+{+    return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.+//-------------------------------------------------------------------------+// - ImParseFormatFindStart() [Internal]+// - ImParseFormatFindEnd() [Internal]+// - ImParseFormatTrimDecorations() [Internal]+// - ImParseFormatSanitizeForPrinting() [Internal]+// - ImParseFormatSanitizeForScanning() [Internal]+// - ImParseFormatPrecision() [Internal]+// - TempInputTextScalar() [Internal]+// - InputScalar()+// - InputScalarN()+// - InputFloat()+// - InputFloat2()+// - InputFloat3()+// - InputFloat4()+// - InputInt()+// - InputInt2()+// - InputInt3()+// - InputInt4()+// - InputDouble()+//-------------------------------------------------------------------------++// We don't use strchr() because our strings are usually very short and often start with '%'+const char* ImParseFormatFindStart(const char* fmt)+{+    while (char c = fmt[0])+    {+        if (c == '%' && fmt[1] != '%')+            return fmt;+        else if (c == '%')+            fmt++;+        fmt++;+    }+    return fmt;+}++const char* ImParseFormatFindEnd(const char* fmt)+{+    // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.+    if (fmt[0] != '%')+        return fmt;+    const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A'));+    const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));+    for (char c; (c = *fmt) != 0; fmt++)+    {+        if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)+            return fmt + 1;+        if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)+            return fmt + 1;+    }+    return fmt;+}++// Extract the format out of a format string with leading or trailing decorations+//  fmt = "blah blah"  -> return ""+//  fmt = "%.3f"       -> return fmt+//  fmt = "hello %.3f" -> return fmt + 6+//  fmt = "%.3f hello" -> return buf written with "%.3f"+const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_size)+{+    const char* fmt_start = ImParseFormatFindStart(fmt);+    if (fmt_start[0] != '%')+        return "";+    const char* fmt_end = ImParseFormatFindEnd(fmt_start);+    if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.+        return fmt_start;+    ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size));+    return buf;+}++// Sanitize format+// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi+// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.+void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size)+{+    const char* fmt_end = ImParseFormatFindEnd(fmt_in);+    IM_UNUSED(fmt_out_size);+    IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!+    while (fmt_in < fmt_end)+    {+        char c = *fmt_in++;+        if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.+            *(fmt_out++) = c;+    }+    *fmt_out = 0; // Zero-terminate+}++// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d"+const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size)+{+    const char* fmt_end = ImParseFormatFindEnd(fmt_in);+    const char* fmt_out_begin = fmt_out;+    IM_UNUSED(fmt_out_size);+    IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!+    bool has_type = false;+    while (fmt_in < fmt_end)+    {+        char c = *fmt_in++;+        if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#'))+            continue;+        has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits+        if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.+            *(fmt_out++) = c;+    }+    *fmt_out = 0; // Zero-terminate+    return fmt_out_begin;+}++template<typename TYPE>+static const char* ImAtoi(const char* src, TYPE* output)+{+    int negative = 0;+    if (*src == '-') { negative = 1; src++; }+    if (*src == '+') { src++; }+    TYPE v = 0;+    while (*src >= '0' && *src <= '9')+        v = (v * 10) + (*src++ - '0');+    *output = negative ? -v : v;+    return src;+}++// Parse display precision back from the display format string+// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.+int ImParseFormatPrecision(const char* fmt, int default_precision)+{+    fmt = ImParseFormatFindStart(fmt);+    if (fmt[0] != '%')+        return default_precision;+    fmt++;+    while (*fmt >= '0' && *fmt <= '9')+        fmt++;+    int precision = INT_MAX;+    if (*fmt == '.')+    {+        fmt = ImAtoi<int>(fmt + 1, &precision);+        if (precision < 0 || precision > 99)+            precision = default_precision;+    }+    if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation+        precision = -1;+    if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)+        precision = -1;+    return (precision == INT_MAX) ? default_precision : precision;+}++// Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets)+// FIXME: Facilitate using this in variety of other situations.+bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags)+{+    // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id.+    // We clear ActiveID on the first frame to allow the InputText() taking it back.+    ImGuiContext& g = *GImGui;+    const bool init = (g.TempInputId != id);+    if (init)+        ClearActiveID();++    g.CurrentWindow->DC.CursorPos = bb.Min;+    bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem);+    if (init)+    {+        // First frame we started displaying the InputText widget, we expect it to take the active id.+        IM_ASSERT(g.ActiveId == id);+        g.TempInputId = g.ActiveId;+    }+    return value_changed;+}++static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format)+{+    if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)+        return ImGuiInputTextFlags_CharsScientific;+    const char format_last_char = format[0] ? format[strlen(format) - 1] : 0;+    return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal;+}++// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!+// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility.+// However this may not be ideal for all uses, as some user code may break on out of bound values.+bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max)+{+    // FIXME: May need to clarify display behavior if format doesn't contain %.+    // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405+    const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type);+    char fmt_buf[32];+    char data_buf[32];+    format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));+    if (format[0] == 0)+        format = type_info->PrintFmt;+    DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format);+    ImStrTrimBlanks(data_buf);++    ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited;+    flags |= InputScalar_DefaultCharsFilter(data_type, format);++    bool value_changed = false;+    if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))+    {+        // Backup old value+        size_t data_type_size = type_info->Size;+        ImGuiDataTypeTempStorage data_backup;+        memcpy(&data_backup, p_data, data_type_size);++        // Apply new value (or operations) then clamp+        DataTypeApplyFromText(data_buf, data_type, p_data, format);+        if (p_clamp_min || p_clamp_max)+        {+            if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)+                ImSwap(p_clamp_min, p_clamp_max);+            DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max);+        }++        // Only mark as edited if new value is different+        value_changed = memcmp(&data_backup, p_data, data_type_size) != 0;+        if (value_changed)+            MarkItemEdited(id);+    }+    return value_changed;+}++// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional.+// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly.+bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    ImGuiStyle& style = g.Style;++    if (format == NULL)+        format = DataTypeGetInfo(data_type)->PrintFmt;++    char buf[64];+    DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);++    // Testing ActiveId as a minor optimization as filtering is not needed until active+    if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)+        flags |= InputScalar_DefaultCharsFilter(data_type, format);+    flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.++    bool value_changed = false;+    if (p_step == NULL)+    {+        if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))+            value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);+    }+    else+    {+        const float button_size = GetFrameHeight();++        BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()+        PushID(label);+        SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));+        if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view+            value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);+        IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);++        // Step buttons+        const ImVec2 backup_frame_padding = style.FramePadding;+        style.FramePadding.x = style.FramePadding.y;+        ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;+        if (flags & ImGuiInputTextFlags_ReadOnly)+            BeginDisabled();+        SameLine(0, style.ItemInnerSpacing.x);+        if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))+        {+            DataTypeApplyOp(data_type, '-', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);+            value_changed = true;+        }+        SameLine(0, style.ItemInnerSpacing.x);+        if (ButtonEx("+", ImVec2(button_size, button_size), button_flags))+        {+            DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step);+            value_changed = true;+        }+        if (flags & ImGuiInputTextFlags_ReadOnly)+            EndDisabled();++        const char* label_end = FindRenderedTextEnd(label);+        if (label != label_end)+        {+            SameLine(0, style.ItemInnerSpacing.x);+            TextEx(label, label_end);+        }+        style.FramePadding = backup_frame_padding;++        PopID();+        EndGroup();+    }+    if (value_changed)+        MarkItemEdited(g.LastItemData.ID);++    return value_changed;+}++bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    bool value_changed = false;+    BeginGroup();+    PushID(label);+    PushMultiItemsWidths(components, CalcItemWidth());+    size_t type_size = GDataTypeInfo[data_type].Size;+    for (int i = 0; i < components; i++)+    {+        PushID(i);+        if (i > 0)+            SameLine(0, g.Style.ItemInnerSpacing.x);+        value_changed |= InputScalar("", data_type, p_data, p_step, p_step_fast, format, flags);+        PopID();+        PopItemWidth();+        p_data = (void*)((char*)p_data + type_size);+    }+    PopID();++    const char* label_end = FindRenderedTextEnd(label);+    if (label != label_end)+    {+        SameLine(0.0f, g.Style.ItemInnerSpacing.x);+        TextEx(label, label_end);+    }++    EndGroup();+    return value_changed;+}++bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags)+{+    flags |= ImGuiInputTextFlags_CharsScientific;+    return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags);+}++bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags)+{+    return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, flags);+}++bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags flags)+{+    return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, flags);+}++bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags flags)+{+    return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, flags);+}++bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags)+{+    // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.+    const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";+    return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags);+}++bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags)+{+    return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", flags);+}++bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags)+{+    return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", flags);+}++bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags)+{+    return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags);+}++bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags)+{+    flags |= ImGuiInputTextFlags_CharsScientific;+    return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags);+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: InputText, InputTextMultiline, InputTextWithHint+//-------------------------------------------------------------------------+// - InputText()+// - InputTextWithHint()+// - InputTextMultiline()+// - InputTextGetCharInfo() [Internal]+// - InputTextReindexLines() [Internal]+// - InputTextReindexLinesRange() [Internal]+// - InputTextEx() [Internal]+// - DebugNodeInputTextState() [Internal]+//-------------------------------------------------------------------------++bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)+{+    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()+    return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);+}++bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)+{+    return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);+}++bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)+{+    IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or  InputTextEx() manually if you need multi-line + hint.+    return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);+}++static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)+{+    int line_count = 0;+    const char* s = text_begin;+    while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding+        if (c == '\n')+            line_count++;+    s--;+    if (s[0] != '\n' && s[0] != '\r')+        line_count++;+    *out_text_end = s;+    return line_count;+}++static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)+{+    ImGuiContext& g = *ctx;+    ImFont* font = g.Font;+    const float line_height = g.FontSize;+    const float scale = line_height / font->FontSize;++    ImVec2 text_size = ImVec2(0, 0);+    float line_width = 0.0f;++    const ImWchar* s = text_begin;+    while (s < text_end)+    {+        unsigned int c = (unsigned int)(*s++);+        if (c == '\n')+        {+            text_size.x = ImMax(text_size.x, line_width);+            text_size.y += line_height;+            line_width = 0.0f;+            if (stop_on_new_line)+                break;+            continue;+        }+        if (c == '\r')+            continue;++        const float char_width = font->GetCharAdvance((ImWchar)c) * scale;+        line_width += char_width;+    }++    if (text_size.x < line_width)+        text_size.x = line_width;++    if (out_offset)+        *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \n++    if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \n+        text_size.y += line_height;++    if (remaining)+        *remaining = s;++    return text_size;+}++// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)+namespace ImStb+{++static int     STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj)                             { return obj->CurLenW; }+static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx)                      { return obj->TextW[idx]; }+static float   STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx)  { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }+static int     STB_TEXTEDIT_KEYTOTEXT(int key)                                                    { return key >= 0x200000 ? 0 : key; }+static ImWchar STB_TEXTEDIT_NEWLINE = '\n';+static void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)+{+    const ImWchar* text = obj->TextW.Data;+    const ImWchar* text_remaining = NULL;+    const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);+    r->x0 = 0.0f;+    r->x1 = size.x;+    r->baseline_y_delta = size.y;+    r->ymin = 0.0f;+    r->ymax = size.y;+    r->num_chars = (int)(text_remaining - (text + line_start_idx));+}++static bool is_separator(unsigned int c)+{+    return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!';+}++static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx)+{+    // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators.+    if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)+        return 0;++    bool prev_white = ImCharIsBlankW(obj->TextW[idx - 1]);+    bool prev_separ = is_separator(obj->TextW[idx - 1]);+    bool curr_white = ImCharIsBlankW(obj->TextW[idx]);+    bool curr_separ = is_separator(obj->TextW[idx]);+    return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);+}+static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx)+{+    if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0)+        return 0;++    bool prev_white = ImCharIsBlankW(obj->TextW[idx]);+    bool prev_separ = is_separator(obj->TextW[idx]);+    bool curr_white = ImCharIsBlankW(obj->TextW[idx - 1]);+    bool curr_separ = is_separator(obj->TextW[idx - 1]);+    return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ);+}+static int  STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx)   { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }+static int  STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx)   { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }+static int  STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx)   { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }+static int  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx)  { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); }+#define STB_TEXTEDIT_MOVEWORDLEFT   STB_TEXTEDIT_MOVEWORDLEFT_IMPL  // They need to be #define for stb_textedit.h+#define STB_TEXTEDIT_MOVEWORDRIGHT  STB_TEXTEDIT_MOVEWORDRIGHT_IMPL++static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)+{+    ImWchar* dst = obj->TextW.Data + pos;++    // We maintain our buffer length in both UTF-8 and wchar formats+    obj->Edited = true;+    obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);+    obj->CurLenW -= n;++    // Offset remaining text (FIXME-OPT: Use memmove)+    const ImWchar* src = obj->TextW.Data + pos + n;+    while (ImWchar c = *src++)+        *dst++ = c;+    *dst = '\0';+}++static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len)+{+    const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0;+    const int text_len = obj->CurLenW;+    IM_ASSERT(pos <= text_len);++    const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);+    if (!is_resizable && (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufCapacityA))+        return false;++    // Grow internal buffer if needed+    if (new_text_len + text_len + 1 > obj->TextW.Size)+    {+        if (!is_resizable)+            return false;+        IM_ASSERT(text_len < obj->TextW.Size);+        obj->TextW.resize(text_len + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1);+    }++    ImWchar* text = obj->TextW.Data;+    if (pos != text_len)+        memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));+    memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));++    obj->Edited = true;+    obj->CurLenW += new_text_len;+    obj->CurLenA += new_text_len_utf8;+    obj->TextW[obj->CurLenW] = '\0';++    return true;+}++// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)+#define STB_TEXTEDIT_K_LEFT         0x200000 // keyboard input to move cursor left+#define STB_TEXTEDIT_K_RIGHT        0x200001 // keyboard input to move cursor right+#define STB_TEXTEDIT_K_UP           0x200002 // keyboard input to move cursor up+#define STB_TEXTEDIT_K_DOWN         0x200003 // keyboard input to move cursor down+#define STB_TEXTEDIT_K_LINESTART    0x200004 // keyboard input to move cursor to start of line+#define STB_TEXTEDIT_K_LINEEND      0x200005 // keyboard input to move cursor to end of line+#define STB_TEXTEDIT_K_TEXTSTART    0x200006 // keyboard input to move cursor to start of text+#define STB_TEXTEDIT_K_TEXTEND      0x200007 // keyboard input to move cursor to end of text+#define STB_TEXTEDIT_K_DELETE       0x200008 // keyboard input to delete selection or character under cursor+#define STB_TEXTEDIT_K_BACKSPACE    0x200009 // keyboard input to delete selection or character left of cursor+#define STB_TEXTEDIT_K_UNDO         0x20000A // keyboard input to perform undo+#define STB_TEXTEDIT_K_REDO         0x20000B // keyboard input to perform redo+#define STB_TEXTEDIT_K_WORDLEFT     0x20000C // keyboard input to move cursor left one word+#define STB_TEXTEDIT_K_WORDRIGHT    0x20000D // keyboard input to move cursor right one word+#define STB_TEXTEDIT_K_PGUP         0x20000E // keyboard input to move cursor up a page+#define STB_TEXTEDIT_K_PGDOWN       0x20000F // keyboard input to move cursor down a page+#define STB_TEXTEDIT_K_SHIFT        0x400000++#define STB_TEXTEDIT_IMPLEMENTATION+#define STB_TEXTEDIT_memmove memmove+#include "imstb_textedit.h"++// stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling+// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?)+static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len)+{+    stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);+    ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW);+    state->cursor = state->select_start = state->select_end = 0;+    if (text_len <= 0)+        return;+    if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))+    {+        state->cursor = state->select_start = state->select_end = text_len;+        state->has_preferred_x = 0;+        return;+    }+    IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace()+}++} // namespace ImStb++void ImGuiInputTextState::OnKeyPressed(int key)+{+    stb_textedit_key(this, &Stb, key);+    CursorFollow = true;+    CursorAnimReset();+}++ImGuiInputTextCallbackData::ImGuiInputTextCallbackData()+{+    memset(this, 0, sizeof(*this));+}++// Public API to manipulate UTF-8 text+// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)+// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.+void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count)+{+    IM_ASSERT(pos + bytes_count <= BufTextLen);+    char* dst = Buf + pos;+    const char* src = Buf + pos + bytes_count;+    while (char c = *src++)+        *dst++ = c;+    *dst = '\0';++    if (CursorPos >= pos + bytes_count)+        CursorPos -= bytes_count;+    else if (CursorPos >= pos)+        CursorPos = pos;+    SelectionStart = SelectionEnd = CursorPos;+    BufDirty = true;+    BufTextLen -= bytes_count;+}++void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)+{+    // Accept null ranges+    if (new_text == new_text_end)+        return;++    const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0;+    const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);+    if (new_text_len + BufTextLen >= BufSize)+    {+        if (!is_resizable)+            return;++        // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!)+        ImGuiContext& g = *Ctx;+        ImGuiInputTextState* edit_state = &g.InputTextState;+        IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID);+        IM_ASSERT(Buf == edit_state->TextA.Data);+        int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1;+        edit_state->TextA.reserve(new_buf_size + 1);+        Buf = edit_state->TextA.Data;+        BufSize = edit_state->BufCapacityA = new_buf_size;+    }++    if (BufTextLen != pos)+        memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));+    memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));+    Buf[BufTextLen + new_text_len] = '\0';++    if (CursorPos >= pos)+        CursorPos += new_text_len;+    SelectionStart = SelectionEnd = CursorPos;+    BufDirty = true;+    BufTextLen += new_text_len;+}++// Return false to discard a character.+static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source)+{+    IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard);+    unsigned int c = *p_char;++    // Filter non-printable (NB: isprint is unreliable! see #2467)+    bool apply_named_filters = true;+    if (c < 0x20)+    {+        bool pass = false;+        pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)+        pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));+        if (!pass)+            return false;+        apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted.+    }++    if (input_source != ImGuiInputSource_Clipboard)+    {+        // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817)+        if (c == 127)+            return false;++        // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME)+        if (c >= 0xE000 && c <= 0xF8FF)+            return false;+    }++    // Filter Unicode ranges we are not handling in this build+    if (c > IM_UNICODE_CODEPOINT_MAX)+        return false;++    // Generic named filters+    if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)))+    {+        // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'.+        // The standard mandate that programs starts in the "C" locale where the decimal point is '.'.+        // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.+        // Change the default decimal_point with:+        //   ImGui::GetIO()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point;+        // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.+        ImGuiContext& g = *ctx;+        const unsigned c_decimal_point = (unsigned int)g.IO.PlatformLocaleDecimalPoint;+        if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific))+            if (c == '.' || c == ',')+                c = c_decimal_point;++        // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)+        // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may+        // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font.+        if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal))+            if (c >= 0xFF01 && c <= 0xFF5E)+                c = c - 0xFF01 + 0x21;++        // Allow 0-9 . - + * /+        if (flags & ImGuiInputTextFlags_CharsDecimal)+            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/'))+                return false;++        // Allow 0-9 . - + * / e E+        if (flags & ImGuiInputTextFlags_CharsScientific)+            if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))+                return false;++        // Allow 0-9 a-F A-F+        if (flags & ImGuiInputTextFlags_CharsHexadecimal)+            if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))+                return false;++        // Turn a-z into A-Z+        if (flags & ImGuiInputTextFlags_CharsUppercase)+            if (c >= 'a' && c <= 'z')+                c += (unsigned int)('A' - 'a');++        if (flags & ImGuiInputTextFlags_CharsNoBlank)+            if (ImCharIsBlankW(c))+                return false;++        *p_char = c;+    }++    // Custom callback filter+    if (flags & ImGuiInputTextFlags_CallbackCharFilter)+    {+        ImGuiContext& g = *GImGui;+        ImGuiInputTextCallbackData callback_data;+        callback_data.Ctx = &g;+        callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;+        callback_data.EventChar = (ImWchar)c;+        callback_data.Flags = flags;+        callback_data.UserData = user_data;+        if (callback(&callback_data) != 0)+            return false;+        *p_char = callback_data.EventChar;+        if (!callback_data.EventChar)+            return false;+    }++    return true;+}++// Find the shortest single replacement we can make to get the new text from the old text.+// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end.+// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly.+static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a)+{+    ImGuiContext& g = *GImGui;+    const ImWchar* old_buf = state->TextW.Data;+    const int old_length = state->CurLenW;+    const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a);+    g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar));+    ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data;+    ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a);++    const int shorter_length = ImMin(old_length, new_length);+    int first_diff;+    for (first_diff = 0; first_diff < shorter_length; first_diff++)+        if (old_buf[first_diff] != new_buf[first_diff])+            break;+    if (first_diff == old_length && first_diff == new_length)+        return;++    int old_last_diff = old_length - 1;+    int new_last_diff = new_length - 1;+    for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--)+        if (old_buf[old_last_diff] != new_buf[new_last_diff])+            break;++    const int insert_len = new_last_diff - first_diff + 1;+    const int delete_len = old_last_diff - first_diff + 1;+    if (insert_len > 0 || delete_len > 0)+        if (STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len))+            for (int i = 0; i < delete_len; i++)+                p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i);+}++// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables)+// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714)+// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick,+// but that more likely be attractive when we do have _NoLiveEdit flag available.+void ImGui::InputTextDeactivateHook(ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    ImGuiInputTextState* state = &g.InputTextState;+    if (id == 0 || state->ID != id)+        return;+    g.InputTextDeactivatedState.ID = state->ID;+    if (state->Flags & ImGuiInputTextFlags_ReadOnly)+    {+        g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat.+    }+    else+    {+        IM_ASSERT(state->TextA.Data != 0);+        g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1);+        memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->CurLenA + 1);+    }+}++// Edit a string of text+// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".+//   This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match+//   Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator.+// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect.+// - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h+// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are+//  doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188)+bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    IM_ASSERT(buf != NULL && buf_size >= 0);+    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline)));        // Can't use both together (they both use up/down keys)+    IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)++    ImGuiContext& g = *GImGui;+    ImGuiIO& io = g.IO;+    const ImGuiStyle& style = g.Style;++    const bool RENDER_SELECTION_WHEN_INACTIVE = false;+    const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;+    const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0;+    const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;+    const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;+    const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0;+    if (is_resizable)+        IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!++    if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar)+        BeginGroup();+    const ImGuiID id = window->GetID(label);+    const ImVec2 label_size = CalcTextSize(label, NULL, true);+    const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line+    const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y);++    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);+    const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size);++    ImGuiWindow* draw_window = window;+    ImVec2 inner_size = frame_size;+    ImGuiItemStatusFlags item_status_flags = 0;+    ImGuiLastItemData item_data_backup;+    if (is_multiline)+    {+        ImVec2 backup_pos = window->DC.CursorPos;+        ItemSize(total_bb, style.FramePadding.y);+        if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))+        {+            EndGroup();+            return false;+        }+        item_status_flags = g.LastItemData.StatusFlags;+        item_data_backup = g.LastItemData;+        window->DC.CursorPos = backup_pos;++        // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.+        // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre.+        PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);+        PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);+        PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);+        PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges+        bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove);+        PopStyleVar(3);+        PopStyleColor();+        if (!child_visible)+        {+            EndChild();+            EndGroup();+            return false;+        }+        draw_window = g.CurrentWindow; // Child window+        draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it.+        draw_window->DC.CursorPos += style.FramePadding;+        inner_size.x -= draw_window->ScrollbarSizes.x;+    }+    else+    {+        // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)+        ItemSize(total_bb, style.FramePadding.y);+        if (!(flags & ImGuiInputTextFlags_MergedItem))+            if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))+                return false;+        item_status_flags = g.LastItemData.StatusFlags;+    }+    const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);+    if (hovered)+        g.MouseCursor = ImGuiMouseCursor_TextInput;++    // We are only allowed to access the state if we are already the active widget.+    ImGuiInputTextState* state = GetInputTextState(id);++    const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;+    const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard)));++    const bool user_clicked = hovered && io.MouseClicked[0];+    const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);+    const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y);+    bool clear_active_id = false;+    bool select_all = false;++    float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;++    const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state.+    const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing);+    const bool init_state = (init_make_active || user_scroll_active);+    if ((init_state && g.ActiveId != id) || init_changed_specs)+    {+        // Access state even if we don't own it yet.+        state = &g.InputTextState;+        state->CursorAnimReset();++        // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714)+        InputTextDeactivateHook(state->ID);++        // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)+        // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)+        const int buf_len = (int)strlen(buf);+        state->InitialTextA.resize(buf_len + 1);    // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.+        memcpy(state->InitialTextA.Data, buf, buf_len + 1);++        // Preserve cursor position and undo/redo stack if we come back to same widget+        // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate?+        bool recycle_state = (state->ID == id && !init_changed_specs);+        if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0)))+            recycle_state = false;++        // Start edition+        const char* buf_end = NULL;+        state->ID = id;+        state->TextW.resize(buf_size + 1);          // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.+        state->TextA.resize(0);+        state->TextAIsValid = false;                // TextA is not valid yet (we will display buf until then)+        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);+        state->CurLenA = (int)(buf_end - buf);      // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.++        if (recycle_state)+        {+            // Recycle existing cursor/selection/undo stack but clamp position+            // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.+            state->CursorClamp();+        }+        else+        {+            state->ScrollX = 0.0f;+            stb_textedit_initialize_state(&state->Stb, !is_multiline);+        }++        if (!is_multiline)+        {+            if (flags & ImGuiInputTextFlags_AutoSelectAll)+                select_all = true;+            if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState)))+                select_all = true;+            if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl))+                select_all = true;+        }++        if (flags & ImGuiInputTextFlags_AlwaysOverwrite)+            state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863)+    }++    const bool is_osx = io.ConfigMacOSXBehaviors;+    if (g.ActiveId != id && init_make_active)+    {+        IM_ASSERT(state && state->ID == id);+        SetActiveID(id, window);+        SetFocusID(id, window);+        FocusWindow(window);+    }+    if (g.ActiveId == id)+    {+        // Declare some inputs, the other are registered and polled via Shortcut() routing system.+        if (user_clicked)+            SetKeyOwner(ImGuiKey_MouseLeft, id);+        g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);+        if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))+            g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);+        SetKeyOwner(ImGuiKey_Home, id);+        SetKeyOwner(ImGuiKey_End, id);+        if (is_multiline)+        {+            SetKeyOwner(ImGuiKey_PageUp, id);+            SetKeyOwner(ImGuiKey_PageDown, id);+        }+        if (is_osx)+            SetKeyOwner(ImGuiMod_Alt, id);+        if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.+            SetShortcutRouting(ImGuiKey_Tab, id);+    }++    // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)+    if (g.ActiveId == id && state == NULL)+        ClearActiveID();++    // Release focus when we click outside+    if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560+        clear_active_id = true;++    // Lock the decision of whether we are going to take the path displaying the cursor or selection+    bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);+    bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);+    bool value_changed = false;+    bool validated = false;++    // When read-only we always use the live data passed to the function+    // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(+    if (is_readonly && state != NULL && (render_cursor || render_selection))+    {+        const char* buf_end = NULL;+        state->TextW.resize(buf_size + 1);+        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, buf, NULL, &buf_end);+        state->CurLenA = (int)(buf_end - buf);+        state->CursorClamp();+        render_selection &= state->HasSelection();+    }++    // Select the buffer to render.+    const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid;+    const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0);++    // Password pushes a temporary font with only a fallback glyph+    if (is_password && !is_displaying_hint)+    {+        const ImFontGlyph* glyph = g.Font->FindGlyph('*');+        ImFont* password_font = &g.InputTextPasswordFont;+        password_font->FontSize = g.Font->FontSize;+        password_font->Scale = g.Font->Scale;+        password_font->Ascent = g.Font->Ascent;+        password_font->Descent = g.Font->Descent;+        password_font->ContainerAtlas = g.Font->ContainerAtlas;+        password_font->FallbackGlyph = glyph;+        password_font->FallbackAdvanceX = glyph->AdvanceX;+        IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());+        PushFont(password_font);+    }++    // Process mouse inputs and character inputs+    int backup_current_text_length = 0;+    if (g.ActiveId == id)+    {+        IM_ASSERT(state != NULL);+        backup_current_text_length = state->CurLenA;+        state->Edited = false;+        state->BufCapacityA = buf_size;+        state->Flags = flags;++        // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.+        // Down the line we should have a cleaner library-wide concept of Selected vs Active.+        g.ActiveIdAllowOverlap = !io.MouseDown[0];++        // Edit in progress+        const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX;+        const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));++        if (select_all)+        {+            state->SelectAll();+            state->SelectedAllMouseLock = true;+        }+        else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift)+        {+            stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);+            const int multiclick_count = (io.MouseClickedCount[0] - 2);+            if ((multiclick_count % 2) == 0)+            {+                // Double-click: Select word+                // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant:+                // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS)+                const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n';+                if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol)+                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);+                //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);+                if (!STB_TEXT_HAS_SELECTION(&state->Stb))+                    ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb);+                state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor);+                state->Stb.select_end = state->Stb.cursor;+                ImStb::stb_textedit_clamp(state, &state->Stb);+            }+            else+            {+                // Triple-click: Select line+                const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n';+                state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART);+                state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT);+                state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT);+                if (!is_eol && is_multiline)+                {+                    ImSwap(state->Stb.select_start, state->Stb.select_end);+                    state->Stb.cursor = state->Stb.select_end;+                }+                state->CursorFollow = false;+            }+            state->CursorAnimReset();+        }+        else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)+        {+            if (hovered)+            {+                if (io.KeyShift)+                    stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);+                else+                    stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);+                state->CursorAnimReset();+            }+        }+        else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))+        {+            stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);+            state->CursorAnimReset();+            state->CursorFollow = true;+        }+        if (state->SelectedAllMouseLock && !io.MouseDown[0])+            state->SelectedAllMouseLock = false;++        // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)+        // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)+        if ((flags & ImGuiInputTextFlags_AllowTabInput) && Shortcut(ImGuiKey_Tab, id) && !is_readonly)+        {+            unsigned int c = '\t'; // Insert TAB+            if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))+                state->OnKeyPressed((int)c);+        }++        // Process regular text input (before we check for Return because using some IME will effectively send a Return?)+        // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.+        const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);+        if (io.InputQueueCharacters.Size > 0)+        {+            if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)+                for (int n = 0; n < io.InputQueueCharacters.Size; n++)+                {+                    // Insert character if they pass filtering+                    unsigned int c = (unsigned int)io.InputQueueCharacters[n];+                    if (c == '\t') // Skip Tab, see above.+                        continue;+                    if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))+                        state->OnKeyPressed((int)c);+                }++            // Consume characters+            io.InputQueueCharacters.resize(0);+        }+    }++    // Process other shortcuts/key-presses+    bool revert_edit = false;+    if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)+    {+        IM_ASSERT(state != NULL);++        const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);+        state->Stb.row_count_per_page = row_count_per_page;++        const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);+        const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl;                     // OS X style: Text editing cursor movement using Alt instead of Ctrl+        const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt;  // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End++        // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)+        // Otherwise we could simply assume that we own the keys as we are active.+        const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;+        const bool is_cut   = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());+        const bool is_copy  = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id))  && !is_password && (!is_multiline || state->HasSelection());+        const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly;+        const bool is_undo  = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable;+        const bool is_redo =  (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable;+        const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id);++        // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.+        const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;+        const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);+        const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));+        const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat));++        // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.+        if (IsKeyPressed(ImGuiKey_LeftArrow))                        { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }+        else if (IsKeyPressed(ImGuiKey_RightArrow))                  { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }+        else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline)     { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }+        else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline)   { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }+        else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline)      { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }+        else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline)    { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }+        else if (IsKeyPressed(ImGuiKey_Home))                        { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }+        else if (IsKeyPressed(ImGuiKey_End))                         { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }+        else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut)+        {+            if (!state->HasSelection())+            {+                // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace)+                if (is_wordmove_key_down)+                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);+            }+            state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask);+        }+        else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly)+        {+            if (!state->HasSelection())+            {+                if (is_wordmove_key_down)+                    state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT);+                else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl)+                    state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT);+            }+            state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);+        }+        else if (is_enter_pressed || is_gamepad_validate)+        {+            // Determine if we turn Enter into a \n character+            bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;+            if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))+            {+                validated = true;+                if (io.ConfigInputTextEnterKeepActive && !is_multiline)+                    state->SelectAll(); // No need to scroll+                else+                    clear_active_id = true;+            }+            else if (!is_readonly)+            {+                unsigned int c = '\n'; // Insert new line+                if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))+                    state->OnKeyPressed((int)c);+            }+        }+        else if (is_cancel)+        {+            if (flags & ImGuiInputTextFlags_EscapeClearsAll)+            {+                if (buf[0] != 0)+                {+                    revert_edit = true;+                }+                else+                {+                    render_cursor = render_selection = false;+                    clear_active_id = true;+                }+            }+            else+            {+                clear_active_id = revert_edit = true;+                render_cursor = render_selection = false;+            }+        }+        else if (is_undo || is_redo)+        {+            state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);+            state->ClearSelection();+        }+        else if (is_select_all)+        {+            state->SelectAll();+            state->CursorFollow = true;+        }+        else if (is_cut || is_copy)+        {+            // Cut, Copy+            if (io.SetClipboardTextFn)+            {+                const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0;+                const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW;+                const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1;+                char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char));+                ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie);+                SetClipboardText(clipboard_data);+                MemFree(clipboard_data);+            }+            if (is_cut)+            {+                if (!state->HasSelection())+                    state->SelectAll();+                state->CursorFollow = true;+                stb_textedit_cut(state, &state->Stb);+            }+        }+        else if (is_paste)+        {+            if (const char* clipboard = GetClipboardText())+            {+                // Filter pasted buffer+                const int clipboard_len = (int)strlen(clipboard);+                ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar));+                int clipboard_filtered_len = 0;+                for (const char* s = clipboard; *s != 0; )+                {+                    unsigned int c;+                    s += ImTextCharFromUtf8(&c, s, NULL);+                    if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard))+                        continue;+                    clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;+                }+                clipboard_filtered[clipboard_filtered_len] = 0;+                if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation+                {+                    stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len);+                    state->CursorFollow = true;+                }+                MemFree(clipboard_filtered);+            }+        }++        // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame.+        render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);+    }++    // Process callbacks and apply result back to user's buffer.+    const char* apply_new_text = NULL;+    int apply_new_text_length = 0;+    if (g.ActiveId == id)+    {+        IM_ASSERT(state != NULL);+        if (revert_edit && !is_readonly)+        {+            if (flags & ImGuiInputTextFlags_EscapeClearsAll)+            {+                // Clear input+                IM_ASSERT(buf[0] != 0);+                apply_new_text = "";+                apply_new_text_length = 0;+                value_changed = true;+                STB_TEXTEDIT_CHARTYPE empty_string;+                stb_textedit_replace(state, &state->Stb, &empty_string, 0);+            }+            else if (strcmp(buf, state->InitialTextA.Data) != 0)+            {+                // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.+                // Push records into the undo stack so we can CTRL+Z the revert operation itself+                apply_new_text = state->InitialTextA.Data;+                apply_new_text_length = state->InitialTextA.Size - 1;+                value_changed = true;+                ImVector<ImWchar> w_text;+                if (apply_new_text_length > 0)+                {+                    w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1);+                    ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length);+                }+                stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0);+            }+        }++        // Apply ASCII value+        if (!is_readonly)+        {+            state->TextAIsValid = true;+            state->TextA.resize(state->TextW.Size * 4 + 1);+            ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);+        }++        // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer+        // before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.+        // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.+        // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage+        // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object+        // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).+        const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);+        if (apply_edit_back_to_user_buffer)+        {+            // Apply new value immediately - copy modified buffer back+            // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer+            // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.+            // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.++            // User callback+            if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)+            {+                IM_ASSERT(callback != NULL);++                // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.+                ImGuiInputTextFlags event_flag = 0;+                ImGuiKey event_key = ImGuiKey_None;+                if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, id))+                {+                    event_flag = ImGuiInputTextFlags_CallbackCompletion;+                    event_key = ImGuiKey_Tab;+                }+                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))+                {+                    event_flag = ImGuiInputTextFlags_CallbackHistory;+                    event_key = ImGuiKey_UpArrow;+                }+                else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))+                {+                    event_flag = ImGuiInputTextFlags_CallbackHistory;+                    event_key = ImGuiKey_DownArrow;+                }+                else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited)+                {+                    event_flag = ImGuiInputTextFlags_CallbackEdit;+                }+                else if (flags & ImGuiInputTextFlags_CallbackAlways)+                {+                    event_flag = ImGuiInputTextFlags_CallbackAlways;+                }++                if (event_flag)+                {+                    ImGuiInputTextCallbackData callback_data;+                    callback_data.Ctx = &g;+                    callback_data.EventFlag = event_flag;+                    callback_data.Flags = flags;+                    callback_data.UserData = callback_user_data;++                    char* callback_buf = is_readonly ? buf : state->TextA.Data;+                    callback_data.EventKey = event_key;+                    callback_data.Buf = callback_buf;+                    callback_data.BufTextLen = state->CurLenA;+                    callback_data.BufSize = state->BufCapacityA;+                    callback_data.BufDirty = false;++                    // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)+                    ImWchar* text = state->TextW.Data;+                    const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor);+                    const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start);+                    const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end);++                    // Call user code+                    callback(&callback_data);++                    // Read back what user may have modified+                    callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback+                    IM_ASSERT(callback_data.Buf == callback_buf);         // Invalid to modify those fields+                    IM_ASSERT(callback_data.BufSize == state->BufCapacityA);+                    IM_ASSERT(callback_data.Flags == flags);+                    const bool buf_dirty = callback_data.BufDirty;+                    if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty)            { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; }+                    if (callback_data.SelectionStart != utf8_selection_start || buf_dirty)  { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); }+                    if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty)      { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); }+                    if (buf_dirty)+                    {+                        IM_ASSERT((flags & ImGuiInputTextFlags_ReadOnly) == 0);+                        IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!+                        InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ?+                        if (callback_data.BufTextLen > backup_current_text_length && is_resizable)+                            state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize+                        state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL);+                        state->CurLenA = callback_data.BufTextLen;  // Assume correct length and valid UTF-8 from user, saves us an extra strlen()+                        state->CursorAnimReset();+                    }+                }+            }++            // Will copy result string if modified+            if (!is_readonly && strcmp(state->TextA.Data, buf) != 0)+            {+                apply_new_text = state->TextA.Data;+                apply_new_text_length = state->CurLenA;+                value_changed = true;+            }+        }+    }++    // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details)+    if (g.InputTextDeactivatedState.ID == id)+    {+        if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0)+        {+            apply_new_text = g.InputTextDeactivatedState.TextA.Data;+            apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1;+            value_changed = true;+            //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text);+        }+        g.InputTextDeactivatedState.ID = 0;+    }++    // Copy result to user buffer. This can currently only happen when (g.ActiveId == id)+    if (apply_new_text != NULL)+    {+        // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size+        // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used+        // without any storage on user's side.+        IM_ASSERT(apply_new_text_length >= 0);+        if (is_resizable)+        {+            ImGuiInputTextCallbackData callback_data;+            callback_data.Ctx = &g;+            callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;+            callback_data.Flags = flags;+            callback_data.Buf = buf;+            callback_data.BufTextLen = apply_new_text_length;+            callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);+            callback_data.UserData = callback_user_data;+            callback(&callback_data);+            buf = callback_data.Buf;+            buf_size = callback_data.BufSize;+            apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);+            IM_ASSERT(apply_new_text_length <= buf_size);+        }+        //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);++        // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.+        ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));+    }++    // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)+    // Otherwise request text input ahead for next frame.+    if (g.ActiveId == id && clear_active_id)+        ClearActiveID();+    else if (g.ActiveId == id)+        g.WantTextInputNextFrame = 1;++    // Render frame+    if (!is_multiline)+    {+        RenderNavHighlight(frame_bb, id);+        RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);+    }++    const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size+    ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;+    ImVec2 text_size(0.0f, 0.0f);++    // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line+    // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether.+    // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash.+    const int buf_display_max_length = 2 * 1024 * 1024;+    const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595+    const char* buf_display_end = NULL; // We have specialized paths below for setting the length+    if (is_displaying_hint)+    {+        buf_display = hint;+        buf_display_end = hint + strlen(hint);+    }++    // Render text. We currently only render selection when the widget is active or while scrolling.+    // FIXME: We could remove the '&& render_cursor' to keep rendering selection when inactive.+    if (render_cursor || render_selection)+    {+        IM_ASSERT(state != NULL);+        if (!is_displaying_hint)+            buf_display_end = buf_display + state->CurLenA;++        // Render text (with cursor and selection)+        // This is going to be messy. We need to:+        // - Display the text (this alone can be more easily clipped)+        // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)+        // - Measure text height (for scrollbar)+        // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)+        // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.+        const ImWchar* text_begin = state->TextW.Data;+        ImVec2 cursor_offset, select_start_offset;++        {+            // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions.+            const ImWchar* searches_input_ptr[2] = { NULL, NULL };+            int searches_result_line_no[2] = { -1000, -1000 };+            int searches_remaining = 0;+            if (render_cursor)+            {+                searches_input_ptr[0] = text_begin + state->Stb.cursor;+                searches_result_line_no[0] = -1;+                searches_remaining++;+            }+            if (render_selection)+            {+                searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);+                searches_result_line_no[1] = -1;+                searches_remaining++;+            }++            // Iterate all lines to find our line numbers+            // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.+            searches_remaining += is_multiline ? 1 : 0;+            int line_count = 0;+            //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++)  // FIXME-OPT: Could use this when wchar_t are 16-bit+            for (const ImWchar* s = text_begin; *s != 0; s++)+                if (*s == '\n')+                {+                    line_count++;+                    if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; }+                    if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; }+                }+            line_count++;+            if (searches_result_line_no[0] == -1)+                searches_result_line_no[0] = line_count;+            if (searches_result_line_no[1] == -1)+                searches_result_line_no[1] = line_count;++            // Calculate 2d position by finding the beginning of the line and measuring distance+            cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;+            cursor_offset.y = searches_result_line_no[0] * g.FontSize;+            if (searches_result_line_no[1] >= 0)+            {+                select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;+                select_start_offset.y = searches_result_line_no[1] * g.FontSize;+            }++            // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)+            if (is_multiline)+                text_size = ImVec2(inner_size.x, line_count * g.FontSize);+        }++        // Scroll+        if (render_cursor && state->CursorFollow)+        {+            // Horizontal scroll in chunks of quarter width+            if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))+            {+                const float scroll_increment_x = inner_size.x * 0.25f;+                const float visible_width = inner_size.x - style.FramePadding.x;+                if (cursor_offset.x < state->ScrollX)+                    state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x));+                else if (cursor_offset.x - visible_width >= state->ScrollX)+                    state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x);+            }+            else+            {+                state->ScrollX = 0.0f;+            }++            // Vertical scroll+            if (is_multiline)+            {+                // Test if cursor is vertically visible+                if (cursor_offset.y - g.FontSize < scroll_y)+                    scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);+                else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)+                    scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;+                const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);+                scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);+                draw_pos.y += (draw_window->Scroll.y - scroll_y);   // Manipulate cursor pos immediately avoid a frame of lag+                draw_window->Scroll.y = scroll_y;+            }++            state->CursorFollow = false;+        }++        // Draw selection+        const ImVec2 draw_scroll = ImVec2(state->ScrollX, 0.0f);+        if (render_selection)+        {+            const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end);+            const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end);++            ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests.+            float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.+            float bg_offy_dn = is_multiline ? 0.0f : 2.0f;+            ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll;+            for (const ImWchar* p = text_selected_begin; p < text_selected_end; )+            {+                if (rect_pos.y > clip_rect.w + g.FontSize)+                    break;+                if (rect_pos.y < clip_rect.y)+                {+                    //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p);  // FIXME-OPT: Could use this when wchar_t are 16-bit+                    //p = p ? p + 1 : text_selected_end;+                    while (p < text_selected_end)+                        if (*p++ == '\n')+                            break;+                }+                else+                {+                    ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true);+                    if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines+                    ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));+                    rect.ClipWith(clip_rect);+                    if (rect.Overlaps(clip_rect))+                        draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);+                }+                rect_pos.x = draw_pos.x - draw_scroll.x;+                rect_pos.y += g.FontSize;+            }+        }++        // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash.+        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)+        {+            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);+            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);+        }++        // Draw blinking cursor+        if (render_cursor)+        {+            state->CursorAnim += io.DeltaTime;+            bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f;+            ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll);+            ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f);+            if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect))+                draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text));++            // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)+            if (!is_readonly)+            {+                g.PlatformImeData.WantVisible = true;+                g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);+                g.PlatformImeData.InputLineHeight = g.FontSize;+            }+        }+    }+    else+    {+        // Render text only (no selection, no cursor)+        if (is_multiline)+            text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width+        else if (!is_displaying_hint && g.ActiveId == id)+            buf_display_end = buf_display + state->CurLenA;+        else if (!is_displaying_hint)+            buf_display_end = buf_display + strlen(buf_display);++        if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length)+        {+            ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text);+            draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect);+        }+    }++    if (is_password && !is_displaying_hint)+        PopFont();++    if (is_multiline)+    {+        // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)...+        Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y));+        g.NextItemData.ItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop;+        EndChild();+        item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow);++        // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active...+        // FIXME: This quite messy/tricky, should attempt to get rid of the child window.+        EndGroup();+        if (g.LastItemData.ID == 0)+        {+            g.LastItemData.ID = id;+            g.LastItemData.InFlags = item_data_backup.InFlags;+            g.LastItemData.StatusFlags = item_data_backup.StatusFlags;+        }+    }++    // Log as text+    if (g.LogEnabled && (!is_password || is_displaying_hint))+    {+        LogSetNextTextDecoration("{", "}");+        LogRenderedText(&draw_pos, buf_display, buf_display_end);+    }++    if (label_size.x > 0)+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);++    if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited))+        MarkItemEdited(id);++    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable);+    if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)+        return validated;+    else+        return value_changed;+}++void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)+{+#ifndef IMGUI_DISABLE_DEBUG_TOOLS+    ImGuiContext& g = *GImGui;+    ImStb::STB_TexteditState* stb_state = &state->Stb;+    ImStb::StbUndoState* undo_state = &stb_state->undostate;+    Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);+    DebugLocateItemOnHover(state->ID);+    Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenW, state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end);+    Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x);+    Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);+    if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state+    {+        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));+        for (int n = 0; n < STB_TEXTEDIT_UNDOSTATECOUNT; n++)+        {+            ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n];+            const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' ';+            if (undo_rec_type == ' ')+                BeginDisabled();+            char buf[64] = "";+            if (undo_rec_type != ' ' && undo_rec->char_storage != -1)+                ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length);+            Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"",+                undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf);+            if (undo_rec_type == ' ')+                EndDisabled();+        }+        PopStyleVar();+    }+    EndChild();+#else+    IM_UNUSED(state);+#endif+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.+//-------------------------------------------------------------------------+// - ColorEdit3()+// - ColorEdit4()+// - ColorPicker3()+// - RenderColorRectWithAlphaCheckerboard() [Internal]+// - ColorPicker4()+// - ColorButton()+// - SetColorEditOptions()+// - ColorTooltip() [Internal]+// - ColorEditOptionsPopup() [Internal]+// - ColorPickerOptionsPopup() [Internal]+//-------------------------------------------------------------------------++bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)+{+    return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);+}++static void ColorEditRestoreH(const float* col, float* H)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.ColorEditCurrentID != 0);+    if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))+        return;+    *H = g.ColorEditSavedHue;+}++// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.+// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.+static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(g.ColorEditCurrentID != 0);+    if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))+        return;++    // When S == 0, H is undefined.+    // When H == 1 it wraps around to 0.+    if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1))+        *H = g.ColorEditSavedHue;++    // When V == 0, S is undefined.+    if (*V == 0.0f)+        *S = g.ColorEditSavedSat;+}++// Edit colors components (each component in 0.0f..1.0f range).+// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.+// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.+bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const float square_sz = GetFrameHeight();+    const float w_full = CalcItemWidth();+    const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);+    const float w_inputs = w_full - w_button;+    const char* label_display_end = FindRenderedTextEnd(label);+    g.NextItemData.ClearFlags();++    BeginGroup();+    PushID(label);+    const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);+    if (set_current_color_edit_id)+        g.ColorEditCurrentID = window->IDStack.back();++    // If we're not showing any slider there's no point in doing any HSV conversions+    const ImGuiColorEditFlags flags_untouched = flags;+    if (flags & ImGuiColorEditFlags_NoInputs)+        flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions;++    // Context menu: display and modify options (before defaults are applied)+    if (!(flags & ImGuiColorEditFlags_NoOptions))+        ColorEditOptionsPopup(col, flags);++    // Read stored options+    if (!(flags & ImGuiColorEditFlags_DisplayMask_))+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_);+    if (!(flags & ImGuiColorEditFlags_DataTypeMask_))+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_);+    if (!(flags & ImGuiColorEditFlags_PickerMask_))+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_);+    if (!(flags & ImGuiColorEditFlags_InputMask_))+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_);+    flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_));+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));   // Check that only 1 is selected++    const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;+    const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;+    const int components = alpha ? 4 : 3;++    // Convert to the formats we need+    float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };+    if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB))+        ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);+    else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV))+    {+        // Hue is lost when converting from grayscale rgb (saturation=0). Restore it.+        ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);+        ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);+    }+    int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };++    bool value_changed = false;+    bool value_changed_as_float = false;++    const ImVec2 pos = window->DC.CursorPos;+    const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f;+    window->DC.CursorPos.x = pos.x + inputs_offset_x;++    if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)+    {+        // RGB/HSV 0..255 Sliders+        const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));+        const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));++        const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);+        static const char* ids[4] = { "##X", "##Y", "##Z", "##W" };+        static const char* fmt_table_int[3][4] =+        {+            {   "%3d",   "%3d",   "%3d",   "%3d" }, // Short display+            { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA+            { "H:%3d", "S:%3d", "V:%3d", "A:%3d" }  // Long display for HSVA+        };+        static const char* fmt_table_float[3][4] =+        {+            {   "%0.3f",   "%0.3f",   "%0.3f",   "%0.3f" }, // Short display+            { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA+            { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" }  // Long display for HSVA+        };+        const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1;++        for (int n = 0; n < components; n++)+        {+            if (n > 0)+                SameLine(0, style.ItemInnerSpacing.x);+            SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last);++            // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0.+            if (flags & ImGuiColorEditFlags_Float)+            {+                value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);+                value_changed_as_float |= value_changed;+            }+            else+            {+                value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);+            }+            if (!(flags & ImGuiColorEditFlags_NoOptions))+                OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);+        }+    }+    else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)+    {+        // RGB Hexadecimal Input+        char buf[64];+        if (alpha)+            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255));+        else+            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255));+        SetNextItemWidth(w_inputs);+        if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))+        {+            value_changed = true;+            char* p = buf;+            while (*p == '#' || ImCharIsBlankA(*p))+                p++;+            i[0] = i[1] = i[2] = 0;+            i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha)+            int r;+            if (alpha)+                r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned)+            else+                r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);+            IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'.+        }+        if (!(flags & ImGuiColorEditFlags_NoOptions))+            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);+    }++    ImGuiWindow* picker_active_window = NULL;+    if (!(flags & ImGuiColorEditFlags_NoSmallPreview))+    {+        const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x;+        window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y);++        const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);+        if (ColorButton("##ColorButton", col_v4, flags))+        {+            if (!(flags & ImGuiColorEditFlags_NoPicker))+            {+                // Store current color and open a picker+                g.ColorPickerRef = col_v4;+                OpenPopup("picker");+                SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y));+            }+        }+        if (!(flags & ImGuiColorEditFlags_NoOptions))+            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);++        if (BeginPopup("picker"))+        {+            if (g.CurrentWindow->BeginCount == 1)+            {+                picker_active_window = g.CurrentWindow;+                if (label != label_display_end)+                {+                    TextEx(label, label_display_end);+                    Spacing();+                }+                ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;+                ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;+                SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?+                value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);+            }+            EndPopup();+        }+    }++    if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))+    {+        // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left),+        // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this.+        SameLine(0.0f, style.ItemInnerSpacing.x);+        window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x);+        TextEx(label, label_display_end);+    }++    // Convert back+    if (value_changed && picker_active_window == NULL)+    {+        if (!value_changed_as_float)+            for (int n = 0; n < 4; n++)+                f[n] = i[n] / 255.0f;+        if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB))+        {+            g.ColorEditSavedHue = f[0];+            g.ColorEditSavedSat = f[1];+            ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);+            g.ColorEditSavedID = g.ColorEditCurrentID;+            g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));+        }+        if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))+            ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);++        col[0] = f[0];+        col[1] = f[1];+        col[2] = f[2];+        if (alpha)+            col[3] = f[3];+    }++    if (set_current_color_edit_id)+        g.ColorEditCurrentID = 0;+    PopID();+    EndGroup();++    // Drag and Drop Target+    // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test.+    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget())+    {+        bool accepted_drag_drop = false;+        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))+        {+            memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086+            value_changed = accepted_drag_drop = true;+        }+        if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))+        {+            memcpy((float*)col, payload->Data, sizeof(float) * components);+            value_changed = accepted_drag_drop = true;+        }++        // Drag-drop payloads are always RGB+        if (accepted_drag_drop && (flags & ImGuiColorEditFlags_InputHSV))+            ColorConvertRGBtoHSV(col[0], col[1], col[2], col[0], col[1], col[2]);+        EndDragDropTarget();+    }++    // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4().+    if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)+        g.LastItemData.ID = g.ActiveId;++    if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId+        MarkItemEdited(g.LastItemData.ID);++    return value_changed;+}++bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)+{+    float col4[4] = { col[0], col[1], col[2], 1.0f };+    if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))+        return false;+    col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];+    return true;+}++// Helper for ColorPicker4()+static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha)+{+    ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha);+    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1,         pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8));+    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x,             pos.y), half_sz,                              ImGuiDir_Right, IM_COL32(255,255,255,alpha8));+    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left,  IM_COL32(0,0,0,alpha8));+    ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x,     pos.y), half_sz,                              ImGuiDir_Left,  IM_COL32(255,255,255,alpha8));+}++// Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.+// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.)+// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)+// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0)+bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImDrawList* draw_list = window->DrawList;+    ImGuiStyle& style = g.Style;+    ImGuiIO& io = g.IO;++    const float width = CalcItemWidth();+    g.NextItemData.ClearFlags();++    PushID(label);+    const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0);+    if (set_current_color_edit_id)+        g.ColorEditCurrentID = window->IDStack.back();+    BeginGroup();++    if (!(flags & ImGuiColorEditFlags_NoSidePreview))+        flags |= ImGuiColorEditFlags_NoSmallPreview;++    // Context menu: display and store options.+    if (!(flags & ImGuiColorEditFlags_NoOptions))+        ColorPickerOptionsPopup(col, flags);++    // Read stored options+    if (!(flags & ImGuiColorEditFlags_PickerMask_))+        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_;+    if (!(flags & ImGuiColorEditFlags_InputMask_))+        flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_;+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));  // Check that only 1 is selected+    if (!(flags & ImGuiColorEditFlags_NoOptions))+        flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);++    // Setup+    int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;+    bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);+    ImVec2 picker_pos = window->DC.CursorPos;+    float square_sz = GetFrameHeight();+    float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars+    float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box+    float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;+    float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;+    float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f);++    float backup_initial_col[4];+    memcpy(backup_initial_col, col, components * sizeof(float));++    float wheel_thickness = sv_picker_size * 0.08f;+    float wheel_r_outer = sv_picker_size * 0.50f;+    float wheel_r_inner = wheel_r_outer - wheel_thickness;+    ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f);++    // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.+    float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);+    ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.+    ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.+    ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.++    float H = col[0], S = col[1], V = col[2];+    float R = col[0], G = col[1], B = col[2];+    if (flags & ImGuiColorEditFlags_InputRGB)+    {+        // Hue is lost when converting from grayscale rgb (saturation=0). Restore it.+        ColorConvertRGBtoHSV(R, G, B, H, S, V);+        ColorEditRestoreHS(col, &H, &S, &V);+    }+    else if (flags & ImGuiColorEditFlags_InputHSV)+    {+        ColorConvertHSVtoRGB(H, S, V, R, G, B);+    }++    bool value_changed = false, value_changed_h = false, value_changed_sv = false;++    PushItemFlag(ImGuiItemFlags_NoNav, true);+    if (flags & ImGuiColorEditFlags_PickerHueWheel)+    {+        // Hue wheel + SV triangle logic+        InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));+        if (IsItemActive())+        {+            ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;+            ImVec2 current_off = g.IO.MousePos - wheel_center;+            float initial_dist2 = ImLengthSqr(initial_off);+            if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1))+            {+                // Interactive with Hue wheel+                H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f;+                if (H < 0.0f)+                    H += 1.0f;+                value_changed = value_changed_h = true;+            }+            float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);+            float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);+            if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))+            {+                // Interacting with SV triangle+                ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);+                if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))+                    current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);+                float uu, vv, ww;+                ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);+                V = ImClamp(1.0f - vv, 0.0001f, 1.0f);+                S = ImClamp(uu / V, 0.0001f, 1.0f);+                value_changed = value_changed_sv = true;+            }+        }+        if (!(flags & ImGuiColorEditFlags_NoOptions))+            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);+    }+    else if (flags & ImGuiColorEditFlags_PickerHueBar)+    {+        // SV rectangle logic+        InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));+        if (IsItemActive())+        {+            S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));+            V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));+            ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.+            value_changed = value_changed_sv = true;+        }+        if (!(flags & ImGuiColorEditFlags_NoOptions))+            OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);++        // Hue bar logic+        SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));+        InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));+        if (IsItemActive())+        {+            H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));+            value_changed = value_changed_h = true;+        }+    }++    // Alpha bar logic+    if (alpha_bar)+    {+        SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));+        InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));+        if (IsItemActive())+        {+            col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));+            value_changed = true;+        }+    }+    PopItemFlag(); // ImGuiItemFlags_NoNav++    if (!(flags & ImGuiColorEditFlags_NoSidePreview))+    {+        SameLine(0, style.ItemInnerSpacing.x);+        BeginGroup();+    }++    if (!(flags & ImGuiColorEditFlags_NoLabel))+    {+        const char* label_display_end = FindRenderedTextEnd(label);+        if (label != label_display_end)+        {+            if ((flags & ImGuiColorEditFlags_NoSidePreview))+                SameLine(0, style.ItemInnerSpacing.x);+            TextEx(label, label_display_end);+        }+    }++    if (!(flags & ImGuiColorEditFlags_NoSidePreview))+    {+        PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);+        ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);+        if ((flags & ImGuiColorEditFlags_NoLabel))+            Text("Current");++        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip;+        ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2));+        if (ref_col != NULL)+        {+            Text("Original");+            ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);+            if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)))+            {+                memcpy(col, ref_col, components * sizeof(float));+                value_changed = true;+            }+        }+        PopItemFlag();+        EndGroup();+    }++    // Convert back color to RGB+    if (value_changed_h || value_changed_sv)+    {+        if (flags & ImGuiColorEditFlags_InputRGB)+        {+            ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]);+            g.ColorEditSavedHue = H;+            g.ColorEditSavedSat = S;+            g.ColorEditSavedID = g.ColorEditCurrentID;+            g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));+        }+        else if (flags & ImGuiColorEditFlags_InputHSV)+        {+            col[0] = H;+            col[1] = S;+            col[2] = V;+        }+    }++    // R,G,B and H,S,V slider color editor+    bool value_changed_fix_hue_wrap = false;+    if ((flags & ImGuiColorEditFlags_NoInputs) == 0)+    {+        PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x);+        ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;+        ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;+        if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)+            if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB))+            {+                // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget.+                // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050)+                value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap);+                value_changed = true;+            }+        if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)+            value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV);+        if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0)+            value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex);+        PopItemWidth();+    }++    // Try to cancel hue wrap (after ColorEdit4 call), if any+    if (value_changed_fix_hue_wrap && (flags & ImGuiColorEditFlags_InputRGB))+    {+        float new_H, new_S, new_V;+        ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);+        if (new_H <= 0 && H > 0)+        {+            if (new_V <= 0 && V != new_V)+                ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);+            else if (new_S <= 0)+                ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);+        }+    }++    if (value_changed)+    {+        if (flags & ImGuiColorEditFlags_InputRGB)+        {+            R = col[0];+            G = col[1];+            B = col[2];+            ColorConvertRGBtoHSV(R, G, B, H, S, V);+            ColorEditRestoreHS(col, &H, &S, &V);   // Fix local Hue as display below will use it immediately.+        }+        else if (flags & ImGuiColorEditFlags_InputHSV)+        {+            H = col[0];+            S = col[1];+            V = col[2];+            ColorConvertHSVtoRGB(H, S, V, R, G, B);+        }+    }++    const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha);+    const ImU32 col_black = IM_COL32(0,0,0,style_alpha8);+    const ImU32 col_white = IM_COL32(255,255,255,style_alpha8);+    const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8);+    const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) };++    ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);+    ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);+    ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!!++    ImVec2 sv_cursor_pos;++    if (flags & ImGuiColorEditFlags_PickerHueWheel)+    {+        // Render Hue Wheel+        const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).+        const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);+        for (int n = 0; n < 6; n++)+        {+            const float a0 = (n)     /6.0f * 2.0f * IM_PI - aeps;+            const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;+            const int vert_start_idx = draw_list->VtxBuffer.Size;+            draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);+            draw_list->PathStroke(col_white, 0, wheel_thickness);+            const int vert_end_idx = draw_list->VtxBuffer.Size;++            // Paint colors over existing vertices+            ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);+            ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);+            ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]);+        }++        // Render Cursor + preview on Hue Wheel+        float cos_hue_angle = ImCos(H * 2.0f * IM_PI);+        float sin_hue_angle = ImSin(H * 2.0f * IM_PI);+        ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f);+        float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;+        int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others.+        draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);+        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments);+        draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments);++        // Render SV triangle (rotated according to hue)+        ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);+        ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);+        ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);+        ImVec2 uv_white = GetFontTexUvWhitePixel();+        draw_list->PrimReserve(3, 3);+        draw_list->PrimVtx(tra, uv_white, hue_color32);+        draw_list->PrimVtx(trb, uv_white, col_black);+        draw_list->PrimVtx(trc, uv_white, col_white);+        draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f);+        sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));+    }+    else if (flags & ImGuiColorEditFlags_PickerHueBar)+    {+        // Render SV Square+        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white);+        draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black);+        RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f);+        sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S)     * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much+        sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);++        // Render Hue Bar+        for (int i = 0; i < 6; ++i)+            draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]);+        float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size);+        RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);+        RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);+    }++    // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)+    float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;+    int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others.+    draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments);+    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments);+    draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments);++    // Render alpha bar+    if (alpha_bar)+    {+        float alpha = ImSaturate(col[3]);+        ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);+        RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));+        draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK);+        float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size);+        RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);+        RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha);+    }++    EndGroup();++    if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)+        value_changed = false;+    if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId+        MarkItemEdited(g.LastItemData.ID);++    if (set_current_color_edit_id)+        g.ColorEditCurrentID = 0;+    PopID();++    return value_changed;+}++// A little color square. Return true when clicked.+// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.+// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.+// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.+bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiID id = window->GetID(desc_id);+    const float default_size = GetFrameHeight();+    const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y);+    const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);+    ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);+    if (!ItemAdd(bb, id))+        return false;++    bool hovered, held;+    bool pressed = ButtonBehavior(bb, id, &hovered, &held);++    if (flags & ImGuiColorEditFlags_NoAlpha)+        flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);++    ImVec4 col_rgb = col;+    if (flags & ImGuiColorEditFlags_InputHSV)+        ColorConvertHSVtoRGB(col_rgb.x, col_rgb.y, col_rgb.z, col_rgb.x, col_rgb.y, col_rgb.z);++    ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f);+    float grid_step = ImMin(size.x, size.y) / 2.99f;+    float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);+    ImRect bb_inner = bb;+    float off = 0.0f;+    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)+    {+        off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.+        bb_inner.Expand(off);+    }+    if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f)+    {+        float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f);+        RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight);+        window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft);+    }+    else+    {+        // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha+        ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha;+        if (col_source.w < 1.0f)+            RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding);+        else+            window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding);+    }+    RenderNavHighlight(bb, id);+    if ((flags & ImGuiColorEditFlags_NoBorder) == 0)+    {+        if (g.Style.FrameBorderSize > 0.0f)+            RenderFrameBorder(bb.Min, bb.Max, rounding);+        else+            window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border+    }++    // Drag and Drop Source+    // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.+    if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())+    {+        if (flags & ImGuiColorEditFlags_NoAlpha)+            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col_rgb, sizeof(float) * 3, ImGuiCond_Once);+        else+            SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col_rgb, sizeof(float) * 4, ImGuiCond_Once);+        ColorButton(desc_id, col, flags);+        SameLine();+        TextEx("Color");+        EndDragDropSource();+    }++    // Tooltip+    if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip))+        ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));++    return pressed;+}++// Initialize/override default color options+void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)+{+    ImGuiContext& g = *GImGui;+    if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0)+        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_;+    if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0)+        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_;+    if ((flags & ImGuiColorEditFlags_PickerMask_) == 0)+        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_;+    if ((flags & ImGuiColorEditFlags_InputMask_) == 0)+        flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_;+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_));    // Check only 1 option is selected+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_));   // Check only 1 option is selected+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_));     // Check only 1 option is selected+    IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_));      // Check only 1 option is selected+    g.ColorEditOptions = flags;+}++// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.+void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)+{+    ImGuiContext& g = *GImGui;++    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None))+        return;+    const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;+    if (text_end > text)+    {+        TextEx(text, text_end);+        Separator();+    }++    ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);+    ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);+    int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);+    ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);+    SameLine();+    if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_))+    {+        if (flags & ImGuiColorEditFlags_NoAlpha)+            Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]);+        else+            Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);+    }+    else if (flags & ImGuiColorEditFlags_InputHSV)+    {+        if (flags & ImGuiColorEditFlags_NoAlpha)+            Text("H: %.3f, S: %.3f, V: %.3f", col[0], col[1], col[2]);+        else+            Text("H: %.3f, S: %.3f, V: %.3f, A: %.3f", col[0], col[1], col[2], col[3]);+    }+    EndTooltip();+}++void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)+{+    bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_);+    bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_);+    if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context"))+        return;+    ImGuiContext& g = *GImGui;+    g.LockMarkEdited++;+    ImGuiColorEditFlags opts = g.ColorEditOptions;+    if (allow_opt_inputs)+    {+        if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB;+        if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV;+        if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex;+    }+    if (allow_opt_datatype)+    {+        if (allow_opt_inputs) Separator();+        if (RadioButton("0..255",     (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8;+        if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float;+    }++    if (allow_opt_inputs || allow_opt_datatype)+        Separator();+    if (Button("Copy as..", ImVec2(-1, 0)))+        OpenPopup("Copy");+    if (BeginPopup("Copy"))+    {+        int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);+        char buf[64];+        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);+        if (Selectable(buf))+            SetClipboardText(buf);+        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);+        if (Selectable(buf))+            SetClipboardText(buf);+        ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", cr, cg, cb);+        if (Selectable(buf))+            SetClipboardText(buf);+        if (!(flags & ImGuiColorEditFlags_NoAlpha))+        {+            ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", cr, cg, cb, ca);+            if (Selectable(buf))+                SetClipboardText(buf);+        }+        EndPopup();+    }++    g.ColorEditOptions = opts;+    EndPopup();+    g.LockMarkEdited--;+}++void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags)+{+    bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_);+    bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar);+    if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context"))+        return;+    ImGuiContext& g = *GImGui;+    g.LockMarkEdited++;+    if (allow_opt_picker)+    {+        ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function+        PushItemWidth(picker_size.x);+        for (int picker_type = 0; picker_type < 2; picker_type++)+        {+            // Draw small/thumbnail version of each picker type (over an invisible button for selection)+            if (picker_type > 0) Separator();+            PushID(picker_type);+            ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha);+            if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;+            if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;+            ImVec2 backup_pos = GetCursorScreenPos();+            if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup+                g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags_PickerMask_) | (picker_flags & ImGuiColorEditFlags_PickerMask_);+            SetCursorScreenPos(backup_pos);+            ImVec4 previewing_ref_col;+            memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4));+            ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags);+            PopID();+        }+        PopItemWidth();+    }+    if (allow_opt_alpha_bar)+    {+        if (allow_opt_picker) Separator();+        CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);+    }+    EndPopup();+    g.LockMarkEdited--;+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: TreeNode, CollapsingHeader, etc.+//-------------------------------------------------------------------------+// - TreeNode()+// - TreeNodeV()+// - TreeNodeEx()+// - TreeNodeExV()+// - TreeNodeBehavior() [Internal]+// - TreePush()+// - TreePop()+// - GetTreeNodeToLabelSpacing()+// - SetNextItemOpen()+// - CollapsingHeader()+//-------------------------------------------------------------------------++bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    bool is_open = TreeNodeExV(str_id, 0, fmt, args);+    va_end(args);+    return is_open;+}++bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);+    va_end(args);+    return is_open;+}++bool ImGui::TreeNode(const char* label)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;+    return TreeNodeBehavior(window->GetID(label), 0, label, NULL);+}++bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)+{+    return TreeNodeExV(str_id, 0, fmt, args);+}++bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)+{+    return TreeNodeExV(ptr_id, 0, fmt, args);+}++bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    return TreeNodeBehavior(window->GetID(label), flags, label, NULL);+}++bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    bool is_open = TreeNodeExV(str_id, flags, fmt, args);+    va_end(args);+    return is_open;+}++bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)+{+    va_list args;+    va_start(args, fmt);+    bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);+    va_end(args);+    return is_open;+}++bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    const char* label, *label_end;+    ImFormatStringToTempBufferV(&label, &label_end, fmt, args);+    return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end);+}++bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    const char* label, *label_end;+    ImFormatStringToTempBufferV(&label, &label_end, fmt, args);+    return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end);+}++void ImGui::TreeNodeSetOpen(ImGuiID id, bool open)+{+    ImGuiContext& g = *GImGui;+    ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;+    storage->SetInt(id, open ? 1 : 0);+}++bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags)+{+    if (flags & ImGuiTreeNodeFlags_Leaf)+        return true;++    // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function)+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    ImGuiStorage* storage = window->DC.StateStorage;++    bool is_open;+    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasOpen)+    {+        if (g.NextItemData.OpenCond & ImGuiCond_Always)+        {+            is_open = g.NextItemData.OpenVal;+            TreeNodeSetOpen(id, is_open);+        }+        else+        {+            // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.+            const int stored_value = storage->GetInt(id, -1);+            if (stored_value == -1)+            {+                is_open = g.NextItemData.OpenVal;+                TreeNodeSetOpen(id, is_open);+            }+            else+            {+                is_open = stored_value != 0;+            }+        }+    }+    else+    {+        is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;+    }++    // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).+    // NB- If we are above max depth we still allow manually opened nodes to be logged.+    if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand)+        is_open = true;++    return is_open;+}++bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;+    const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y));++    if (!label_end)+        label_end = FindRenderedTextEnd(label);+    const ImVec2 label_size = CalcTextSize(label, label_end, false);++    // We vertically grow up to current line height up the typical widget height.+    const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2);+    ImRect frame_bb;+    frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x;+    frame_bb.Min.y = window->DC.CursorPos.y;+    frame_bb.Max.x = window->WorkRect.Max.x;+    frame_bb.Max.y = window->DC.CursorPos.y + frame_height;+    if (display_frame)+    {+        // Framed header expand a little outside the default padding, to the edge of InnerClipRect+        // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f)+        frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f);+        frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f);+    }++    const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2);           // Collapser arrow width + Spacing+    const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset);                    // Latch before ItemSize changes it+    const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f);  // Include collapser+    ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y);+    ItemSize(ImVec2(text_width, frame_height), padding.y);++    // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing+    ImRect interact_bb = frame_bb;+    if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0)+        interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f;++    // Compute open and multi-select states before ItemAdd() as it clear NextItem data.+    bool is_open = TreeNodeUpdateNextOpen(id, flags);+    bool item_add = ItemAdd(interact_bb, id);+    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;+    g.LastItemData.DisplayRect = frame_bb;++    // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled:+    // Store data for the current depth to allow returning to this node from any child item.+    // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().+    // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle.+    // Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase.+    if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))+        if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())+        {+            g.NavTreeNodeStack.resize(g.NavTreeNodeStack.Size + 1);+            ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back();+            nav_tree_node_data->ID = id;+            nav_tree_node_data->InFlags = g.LastItemData.InFlags;+            nav_tree_node_data->NavRect = g.LastItemData.NavRect;+            window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);+        }++    const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;+    if (!item_add)+    {+        if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))+            TreePushOverrideID(id);+        IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));+        return is_open;+    }++    ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None;+    if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap))+        button_flags |= ImGuiButtonFlags_AllowOverlap;+    if (!is_leaf)+        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;++    // We allow clicking on the arrow section with keyboard modifiers held, in order to easily+    // allow browsing a tree while preserving selection with code implementing multi-selection patterns.+    // When clicking on the rest of the tree node we always disallow keyboard modifiers.+    const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x;+    const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x;+    const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2);+    if (window != g.HoveredWindow || !is_mouse_x_over_arrow)+        button_flags |= ImGuiButtonFlags_NoKeyModifiers;++    // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags.+    // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support.+    // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0)+    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0)+    // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1)+    // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1)+    // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0)+    // It is rather standard that arrow click react on Down rather than Up.+    // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work.+    if (is_mouse_x_over_arrow)+        button_flags |= ImGuiButtonFlags_PressedOnClick;+    else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)+        button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;+    else+        button_flags |= ImGuiButtonFlags_PressedOnClickRelease;++    bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0;+    const bool was_selected = selected;++    bool hovered, held;+    bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);+    bool toggled = false;+    if (!is_leaf)+    {+        if (pressed && g.DragDropHoldJustPressedId != id)+        {+            if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id))+                toggled = true;+            if (flags & ImGuiTreeNodeFlags_OpenOnArrow)+                toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job+            if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)+                toggled = true;+        }+        else if (pressed && g.DragDropHoldJustPressedId == id)+        {+            IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold);+            if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.+                toggled = true;+        }++        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open)+        {+            toggled = true;+            NavClearPreferredPosForAxis(ImGuiAxis_X);+            NavMoveRequestCancel();+        }+        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority?+        {+            toggled = true;+            NavClearPreferredPosForAxis(ImGuiAxis_X);+            NavMoveRequestCancel();+        }++        if (toggled)+        {+            is_open = !is_open;+            window->DC.StateStorage->SetInt(id, is_open);+            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen;+        }+    }++    // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger.+    if (selected != was_selected) //-V547+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;++    // Render+    const ImU32 text_col = GetColorU32(ImGuiCol_Text);+    ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin;+    if (display_frame)+    {+        // Framed type+        const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);+        RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding);+        RenderNavHighlight(frame_bb, id, nav_highlight_flags);+        if (flags & ImGuiTreeNodeFlags_Bullet)+            RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col);+        else if (!is_leaf)+            RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f);+        else // Leaf without bullet, left-adjusted text+            text_pos.x -= text_offset_x -padding.x;+        if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton)+            frame_bb.Max.x -= g.FontSize + style.FramePadding.x;++        if (g.LogEnabled)+            LogSetNextTextDecoration("###", "###");+        RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);+    }+    else+    {+        // Unframed typed for tree nodes+        if (hovered || selected)+        {+            const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);+            RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false);+        }+        RenderNavHighlight(frame_bb, id, nav_highlight_flags);+        if (flags & ImGuiTreeNodeFlags_Bullet)+            RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col);+        else if (!is_leaf)+            RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f);+        if (g.LogEnabled)+            LogSetNextTextDecoration(">", NULL);+        RenderText(text_pos, label, label_end, false);+    }++    if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))+        TreePushOverrideID(id);+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0));+    return is_open;+}++void ImGui::TreePush(const char* str_id)+{+    ImGuiWindow* window = GetCurrentWindow();+    Indent();+    window->DC.TreeDepth++;+    PushID(str_id);+}++void ImGui::TreePush(const void* ptr_id)+{+    ImGuiWindow* window = GetCurrentWindow();+    Indent();+    window->DC.TreeDepth++;+    PushID(ptr_id);+}++void ImGui::TreePushOverrideID(ImGuiID id)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    Indent();+    window->DC.TreeDepth++;+    PushOverrideID(id);+}++void ImGui::TreePop()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    Unindent();++    window->DC.TreeDepth--;+    ImU32 tree_depth_mask = (1 << window->DC.TreeDepth);++    // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled)+    if (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask) // Only set during request+    {+        ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back();+        IM_ASSERT(nav_tree_node_data->ID == window->IDStack.back());+        if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())+            NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, nav_tree_node_data);+        g.NavTreeNodeStack.pop_back();+    }+    window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1;++    IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.+    PopID();+}++// Horizontal distance preceding label when using TreeNode() or Bullet()+float ImGui::GetTreeNodeToLabelSpacing()+{+    ImGuiContext& g = *GImGui;+    return g.FontSize + (g.Style.FramePadding.x * 2.0f);+}++// Set next TreeNode/CollapsingHeader open state.+void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond)+{+    ImGuiContext& g = *GImGui;+    if (g.CurrentWindow->SkipItems)+        return;+    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen;+    g.NextItemData.OpenVal = is_open;+    g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always;+}++// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).+// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().+bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label);+}++// p_visible == NULL                        : regular collapsing header+// p_visible != NULL && *p_visible == true  : show a small close button on the corner of the header, clicking the button will set *p_visible = false+// p_visible != NULL && *p_visible == false : do not show the header at all+// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen.+bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    if (p_visible && !*p_visible)+        return false;++    ImGuiID id = window->GetID(label);+    flags |= ImGuiTreeNodeFlags_CollapsingHeader;+    if (p_visible)+        flags |= ImGuiTreeNodeFlags_AllowOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton;+    bool is_open = TreeNodeBehavior(id, flags, label);+    if (p_visible != NULL)+    {+        // Create a small overlapping close button+        // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.+        // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow.+        ImGuiContext& g = *GImGui;+        ImGuiLastItemData last_item_backup = g.LastItemData;+        float button_size = g.FontSize;+        float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size);+        float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y;+        ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id);+        if (CloseButton(close_button_id, ImVec2(button_x, button_y)))+            *p_visible = false;+        g.LastItemData = last_item_backup;+    }++    return is_open;+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: Selectable+//-------------------------------------------------------------------------+// - Selectable()+//-------------------------------------------------------------------------++// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image.+// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.+// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags.+// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported.+bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;++    // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle.+    ImGuiID id = window->GetID(label);+    ImVec2 label_size = CalcTextSize(label, NULL, true);+    ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);+    ImVec2 pos = window->DC.CursorPos;+    pos.y += window->DC.CurrLineTextBaseOffset;+    ItemSize(size, 0.0f);++    // Fill horizontal space+    // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets.+    const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0;+    const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x;+    const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x;+    if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth))+        size.x = ImMax(label_size.x, max_x - min_x);++    // Text stays at the submission position, but bounding box may be extended on both sides+    const ImVec2 text_min = pos;+    const ImVec2 text_max(min_x + size.x, pos.y + size.y);++    // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable.+    ImRect bb(min_x, pos.y, text_max.x, text_max.y);+    if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0)+    {+        const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x;+        const float spacing_y = style.ItemSpacing.y;+        const float spacing_L = IM_FLOOR(spacing_x * 0.50f);+        const float spacing_U = IM_FLOOR(spacing_y * 0.50f);+        bb.Min.x -= spacing_L;+        bb.Min.y -= spacing_U;+        bb.Max.x += (spacing_x - spacing_L);+        bb.Max.y += (spacing_y - spacing_U);+    }+    //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); }++    // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable..+    const float backup_clip_rect_min_x = window->ClipRect.Min.x;+    const float backup_clip_rect_max_x = window->ClipRect.Max.x;+    if (span_all_columns)+    {+        window->ClipRect.Min.x = window->ParentWorkRect.Min.x;+        window->ClipRect.Max.x = window->ParentWorkRect.Max.x;+    }++    const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;+    const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None);+    if (span_all_columns)+    {+        window->ClipRect.Min.x = backup_clip_rect_min_x;+        window->ClipRect.Max.x = backup_clip_rect_max_x;+    }++    if (!item_add)+        return false;++    const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;+    if (disabled_item && !disabled_global) // Only testing this as an optimization+        BeginDisabled();++    // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,+    // which would be advantageous since most selectable are not selected.+    if (span_all_columns && window->DC.CurrentColumns)+        PushColumnsBackground();+    else if (span_all_columns && g.CurrentTable)+        TablePushBackgroundChannel();++    // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries+    ImGuiButtonFlags button_flags = 0;+    if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }+    if (flags & ImGuiSelectableFlags_NoSetKeyOwner)     { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; }+    if (flags & ImGuiSelectableFlags_SelectOnClick)     { button_flags |= ImGuiButtonFlags_PressedOnClick; }+    if (flags & ImGuiSelectableFlags_SelectOnRelease)   { button_flags |= ImGuiButtonFlags_PressedOnRelease; }+    if (flags & ImGuiSelectableFlags_AllowDoubleClick)  { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }+    if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; }++    const bool was_selected = selected;+    bool hovered, held;+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);++    // Auto-select when moved into+    // - This will be more fully fleshed in the range-select branch+    // - This is not exposed as it won't nicely work with some user side handling of shift/control+    // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons+    //   - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())+    //   - (2) usage will fail with clipped items+    //   The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.+    if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)+        if (g.NavJustMovedToId == id)+            selected = pressed = true;++    // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard+    if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover)))+    {+        if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)+        {+            SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)+            g.NavDisableHighlight = true;+        }+    }+    if (pressed)+        MarkItemEdited(id);++    // In this branch, Selectable() cannot toggle the selection so this will never trigger.+    if (selected != was_selected) //-V547+        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection;++    // Render+    if (hovered || selected)+    {+        const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);+        RenderFrame(bb.Min, bb.Max, col, false, 0.0f);+    }+    if (g.NavId == id)+        RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding);++    if (span_all_columns && window->DC.CurrentColumns)+        PopColumnsBackground();+    else if (span_all_columns && g.CurrentTable)+        TablePopBackgroundChannel();++    RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb);++    // Automatically close popups+    if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup))+        CloseCurrentPopup();++    if (disabled_item && !disabled_global)+        EndDisabled();++    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);+    return pressed; //-V1020+}++bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)+{+    if (Selectable(label, *p_selected, flags, size_arg))+    {+        *p_selected = !*p_selected;+        return true;+    }+    return false;+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: ListBox+//-------------------------------------------------------------------------+// - BeginListBox()+// - EndListBox()+// - ListBox()+//-------------------------------------------------------------------------++// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty"+// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height).+bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    const ImGuiStyle& style = g.Style;+    const ImGuiID id = GetID(label);+    const ImVec2 label_size = CalcTextSize(label, NULL, true);++    // Size default to hold ~7.25 items.+    // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.+    ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f));+    ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));+    ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);+    ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));+    g.NextItemData.ClearFlags();++    if (!IsRectVisible(bb.Min, bb.Max))+    {+        ItemSize(bb.GetSize(), style.FramePadding.y);+        ItemAdd(bb, 0, &frame_bb);+        return false;+    }++    // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well.+    BeginGroup();+    if (label_size.x > 0.0f)+    {+        ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y);+        RenderText(label_pos, label);+        window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size);+    }++    BeginChildFrame(id, frame_bb.GetSize());+    return true;+}++void ImGui::EndListBox()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?");+    IM_UNUSED(window);++    EndChildFrame();+    EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label+}++bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)+{+    const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);+    return value_changed;+}++// This is merely a helper around BeginListBox(), EndListBox().+// Considering using those directly to submit custom data or store selection differently.+bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)+{+    ImGuiContext& g = *GImGui;++    // Calculate size from "height_in_items"+    if (height_in_items < 0)+        height_in_items = ImMin(items_count, 7);+    float height_in_items_f = height_in_items + 0.25f;+    ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f));++    if (!BeginListBox(label, size))+        return false;++    // Assume all items have even height (= 1 line of text). If you need items of different height,+    // you can create a custom version of ListBox() in your code without using the clipper.+    bool value_changed = false;+    ImGuiListClipper clipper;+    clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.+    while (clipper.Step())+        for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)+        {+            const char* item_text;+            if (!items_getter(data, i, &item_text))+                item_text = "*Unknown item*";++            PushID(i);+            const bool item_selected = (i == *current_item);+            if (Selectable(item_text, item_selected))+            {+                *current_item = i;+                value_changed = true;+            }+            if (item_selected)+                SetItemDefaultFocus();+            PopID();+        }+    EndListBox();++    if (value_changed)+        MarkItemEdited(g.LastItemData.ID);++    return value_changed;+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: PlotLines, PlotHistogram+//-------------------------------------------------------------------------+// - PlotEx() [Internal]+// - PlotLines()+// - PlotHistogram()+//-------------------------------------------------------------------------+// Plot/Graph widgets are not very good.+// Consider writing your own, or using a third-party one, see:+// - ImPlot https://github.com/epezent/implot+// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions+//-------------------------------------------------------------------------++int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return -1;++    const ImGuiStyle& style = g.Style;+    const ImGuiID id = window->GetID(label);++    const ImVec2 label_size = CalcTextSize(label, NULL, true);+    const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f);++    const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);+    const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);+    const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));+    ItemSize(total_bb, style.FramePadding.y);+    if (!ItemAdd(total_bb, 0, &frame_bb))+        return -1;+    const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags);++    // Determine scale from values if not specified+    if (scale_min == FLT_MAX || scale_max == FLT_MAX)+    {+        float v_min = FLT_MAX;+        float v_max = -FLT_MAX;+        for (int i = 0; i < values_count; i++)+        {+            const float v = values_getter(data, i);+            if (v != v) // Ignore NaN values+                continue;+            v_min = ImMin(v_min, v);+            v_max = ImMax(v_max, v);+        }+        if (scale_min == FLT_MAX)+            scale_min = v_min;+        if (scale_max == FLT_MAX)+            scale_max = v_max;+    }++    RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);++    const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1;+    int idx_hovered = -1;+    if (values_count >= values_count_min)+    {+        int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);+        int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);++        // Tooltip on hover+        if (hovered && inner_bb.Contains(g.IO.MousePos))+        {+            const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);+            const int v_idx = (int)(t * item_count);+            IM_ASSERT(v_idx >= 0 && v_idx < values_count);++            const float v0 = values_getter(data, (v_idx + values_offset) % values_count);+            const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);+            if (plot_type == ImGuiPlotType_Lines)+                SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1);+            else if (plot_type == ImGuiPlotType_Histogram)+                SetTooltip("%d: %8.4g", v_idx, v0);+            idx_hovered = v_idx;+        }++        const float t_step = 1.0f / (float)res_w;+        const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));++        float v0 = values_getter(data, (0 + values_offset) % values_count);+        float t0 = 0.0f;+        ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) );                       // Point in the normalized space of our target rectangle+        float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f);   // Where does the zero line stands++        const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);+        const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);++        for (int n = 0; n < res_w; n++)+        {+            const float t1 = t0 + t_step;+            const int v1_idx = (int)(t0 * item_count + 0.5f);+            IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);+            const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);+            const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );++            // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.+            ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);+            ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));+            if (plot_type == ImGuiPlotType_Lines)+            {+                window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);+            }+            else if (plot_type == ImGuiPlotType_Histogram)+            {+                if (pos1.x >= pos0.x + 2.0f)+                    pos1.x -= 1.0f;+                window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base);+            }++            t0 = t1;+            tp0 = tp1;+        }+    }++    // Text overlay+    if (overlay_text)+        RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f));++    if (label_size.x > 0.0f)+        RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);++    // Return hovered index or -1 if none are hovered.+    // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx().+    return idx_hovered;+}++struct ImGuiPlotArrayGetterData+{+    const float* Values;+    int Stride;++    ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }+};++static float Plot_ArrayGetter(void* data, int idx)+{+    ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;+    const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);+    return v;+}++void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)+{+    ImGuiPlotArrayGetterData data(values, stride);+    PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);+}++void ImGui::PlotLines(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 graph_size)+{+    PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);+}++void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)+{+    ImGuiPlotArrayGetterData data(values, stride);+    PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);+}++void ImGui::PlotHistogram(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 graph_size)+{+    PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: Value helpers+// Those is not very useful, legacy API.+//-------------------------------------------------------------------------+// - Value()+//-------------------------------------------------------------------------++void ImGui::Value(const char* prefix, bool b)+{+    Text("%s: %s", prefix, (b ? "true" : "false"));+}++void ImGui::Value(const char* prefix, int v)+{+    Text("%s: %d", prefix, v);+}++void ImGui::Value(const char* prefix, unsigned int v)+{+    Text("%s: %d", prefix, v);+}++void ImGui::Value(const char* prefix, float v, const char* float_format)+{+    if (float_format)+    {+        char fmt[64];+        ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);+        Text(fmt, prefix, v);+    }+    else+    {+        Text("%s: %.3f", prefix, v);+    }+}++//-------------------------------------------------------------------------+// [SECTION] MenuItem, BeginMenu, EndMenu, etc.+//-------------------------------------------------------------------------+// - ImGuiMenuColumns [Internal]+// - BeginMenuBar()+// - EndMenuBar()+// - BeginMainMenuBar()+// - EndMainMenuBar()+// - BeginMenu()+// - EndMenu()+// - MenuItemEx() [Internal]+// - MenuItem()+//-------------------------------------------------------------------------++// Helpers for internal use+void ImGuiMenuColumns::Update(float spacing, bool window_reappearing)+{+    if (window_reappearing)+        memset(Widths, 0, sizeof(Widths));+    Spacing = (ImU16)spacing;+    CalcNextTotalWidth(true);+    memset(Widths, 0, sizeof(Widths));+    TotalWidth = NextTotalWidth;+    NextTotalWidth = 0;+}++void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets)+{+    ImU16 offset = 0;+    bool want_spacing = false;+    for (int i = 0; i < IM_ARRAYSIZE(Widths); i++)+    {+        ImU16 width = Widths[i];+        if (want_spacing && width > 0)+            offset += Spacing;+        want_spacing |= (width > 0);+        if (update_offsets)+        {+            if (i == 1) { OffsetLabel = offset; }+            if (i == 2) { OffsetShortcut = offset; }+            if (i == 3) { OffsetMark = offset; }+        }+        offset += width;+    }+    NextTotalWidth = offset;+}++float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark)+{+    Widths[0] = ImMax(Widths[0], (ImU16)w_icon);+    Widths[1] = ImMax(Widths[1], (ImU16)w_label);+    Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut);+    Widths[3] = ImMax(Widths[3], (ImU16)w_mark);+    CalcNextTotalWidth(false);+    return (float)ImMax(TotalWidth, NextTotalWidth);+}++// FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere..+// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer.+// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary.+// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars.+bool ImGui::BeginMenuBar()+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;+    if (!(window->Flags & ImGuiWindowFlags_MenuBar))+        return false;++    IM_ASSERT(!window->DC.MenuBarAppending);+    BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore+    PushID("##menubar");++    // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.+    // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.+    ImRect bar_rect = window->MenuBarRect();+    ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y));+    clip_rect.ClipWith(window->OuterRectClipped);+    PushClipRect(clip_rect.Min, clip_rect.Max, false);++    // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags).+    window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);+    window->DC.LayoutType = ImGuiLayoutType_Horizontal;+    window->DC.IsSameLine = false;+    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;+    window->DC.MenuBarAppending = true;+    AlignTextToFramePadding();+    return true;+}++void ImGui::EndMenuBar()+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return;+    ImGuiContext& g = *GImGui;++    // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings.+    if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))+    {+        // Try to find out if the request is for one of our child menu+        ImGuiWindow* nav_earliest_child = g.NavWindow;+        while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu))+            nav_earliest_child = nav_earliest_child->ParentWindow;+        if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)+        {+            // To do so we claim focus back, restore NavId and then process the movement request for yet another frame.+            // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering)+            const ImGuiNavLayer layer = ImGuiNavLayer_Menu;+            IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary)+            FocusWindow(window);+            SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);+            g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.+            g.NavDisableMouseHover = g.NavMousePosDirty = true;+            NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat+        }+    }++    IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"+    IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);+    IM_ASSERT(window->DC.MenuBarAppending);+    PopClipRect();+    PopID();+    window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos.+    g.GroupStack.back().EmitItem = false;+    EndGroup(); // Restore position on layer 0+    window->DC.LayoutType = ImGuiLayoutType_Vertical;+    window->DC.IsSameLine = false;+    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;+    window->DC.MenuBarAppending = false;+}++// Important: calling order matters!+// FIXME: Somehow overlapping with docking tech.+// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts)+bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags)+{+    IM_ASSERT(dir != ImGuiDir_None);++    ImGuiWindow* bar_window = FindWindowByName(name);+    if (bar_window == NULL || bar_window->BeginCount == 0)+    {+        // Calculate and set window size/position+        ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport());+        ImRect avail_rect = viewport->GetBuildWorkRect();+        ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;+        ImVec2 pos = avail_rect.Min;+        if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)+            pos[axis] = avail_rect.Max[axis] - axis_size;+        ImVec2 size = avail_rect.GetSize();+        size[axis] = axis_size;+        SetNextWindowPos(pos);+        SetNextWindowSize(size);++        // Report our size into work area (for next frame) using actual window size+        if (dir == ImGuiDir_Up || dir == ImGuiDir_Left)+            viewport->BuildWorkOffsetMin[axis] += axis_size;+        else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right)+            viewport->BuildWorkOffsetMax[axis] -= axis_size;+    }++    window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;+    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);+    PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint+    bool is_open = Begin(name, NULL, window_flags);+    PopStyleVar(2);++    return is_open;+}++bool ImGui::BeginMainMenuBar()+{+    ImGuiContext& g = *GImGui;+    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();++    // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.+    // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea?+    // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings.+    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;+    float height = GetFrameHeight();+    bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags);+    g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);++    if (is_open)+        BeginMenuBar();+    else+        End();+    return is_open;+}++void ImGui::EndMainMenuBar()+{+    EndMenuBar();++    // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window+    // FIXME: With this strategy we won't be able to restore a NULL focus.+    ImGuiContext& g = *GImGui;+    if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest)+        FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild);++    End();+}++static bool IsRootOfOpenMenuSet()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu))+        return false;++    // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others+    // (e.g. inside menu bar vs loose menu items) based on parent ID.+    // This would however prevent the use of e.g. PushID() user code submitting menus.+    // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag,+    // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects.+    // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup+    // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu.+    // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer.+    // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still+    // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart+    // it likely won't be a problem anyone runs into.+    const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];+    if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer)+        return false;+    return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true);+}++bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    const ImGuiStyle& style = g.Style;+    const ImGuiID id = window->GetID(label);+    bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);++    // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)+    // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.+    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;+    if (window->Flags & ImGuiWindowFlags_ChildMenu)+        window_flags |= ImGuiWindowFlags_ChildWindow;++    // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().+    // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.+    // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used.+    if (g.MenusIdSubmittedThisFrame.contains(id))+    {+        if (menu_is_open)+            menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)+        else+            g.NextWindowData.ClearFlags();          // we behave like Begin() and need to consume those values+        return menu_is_open;+    }++    // Tag menu as used. Next time BeginMenu() with same ID is called it will append to existing menu+    g.MenusIdSubmittedThisFrame.push_back(id);++    ImVec2 label_size = CalcTextSize(label, NULL, true);++    // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window)+    // This is only done for items for the menu set and not the full parent window.+    const bool menuset_is_open = IsRootOfOpenMenuSet();+    if (menuset_is_open)+        PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);++    // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,+    // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().+    // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering.+    ImVec2 popup_pos, pos = window->DC.CursorPos;+    PushID(label);+    if (!enabled)+        BeginDisabled();+    const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;+    bool pressed;++    // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.+    const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups;+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)+    {+        // Menu inside an horizontal menu bar+        // Selectable extend their highlight by half ItemSpacing in each direction.+        // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()+        popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight());+        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);+        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));+        float w = label_size.x;+        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);+        pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y));+        RenderText(text_pos, label);+        PopStyleVar();+        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().+    }+    else+    {+        // Menu inside a regular/vertical menu+        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.+        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.+        popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);+        float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;+        float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);+        float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame+        float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);+        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);+        pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));+        RenderText(text_pos, label);+        if (icon_w > 0.0f)+            RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);+        RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right);+    }+    if (!enabled)+        EndDisabled();++    const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover;+    if (menuset_is_open)+        PopItemFlag();++    bool want_open = false;+    bool want_close = false;+    if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))+    {+        // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu+        // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.+        bool moving_toward_child_menu = false;+        ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below)+        ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL;+        if (g.HoveredWindow == window && child_menu_window != NULL)+        {+            float ref_unit = g.FontSize; // FIXME-DPI+            float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f;+            ImRect next_window_rect = child_menu_window->Rect();+            ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);+            ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR();+            ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR();+            float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f);   // add a bit of extra slack.+            ta.x += child_dir * -0.5f;+            tb.x += child_dir * ref_unit;+            tc.x += child_dir * ref_unit;+            tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f);                           // triangle has maximum height to limit the slope and the bias toward large sub-menus+            tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f);+            moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);+            //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]+        }++        // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not)+        // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon.+        // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.)+        if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover)+            want_close = true;++        // Open+        if (!menu_is_open && pressed) // Click/activate to open+            want_open = true;+        else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open+            want_open = true;+        if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open+        {+            want_open = true;+            NavMoveRequestCancel();+        }+    }+    else+    {+        // Menu bar+        if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it+        {+            want_close = true;+            want_open = menu_is_open = false;+        }+        else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others+        {+            want_open = true;+        }+        else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open+        {+            want_open = true;+            NavMoveRequestCancel();+        }+    }++    if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'+        want_close = true;+    if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None))+        ClosePopupToLevel(g.BeginPopupStack.Size, true);++    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));+    PopID();++    if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)+    {+        // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame.+        OpenPopup(label);+    }+    else if (want_open)+    {+        menu_is_open = true;+        OpenPopup(label);+    }++    if (menu_is_open)+    {+        ImGuiLastItemData last_item_in_parent = g.LastItemData;+        SetNextWindowPos(popup_pos, ImGuiCond_Always);                  // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.+        PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding+        menu_is_open = BeginPopupEx(id, window_flags);                  // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)+        PopStyleVar();+        if (menu_is_open)+        {+            // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()+            // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck)+            g.LastItemData = last_item_in_parent;+            if (g.HoveredWindow == window)+                g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;+        }+    }+    else+    {+        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values+    }++    return menu_is_open;+}++bool ImGui::BeginMenu(const char* label, bool enabled)+{+    return BeginMenuEx(label, NULL, enabled);+}++void ImGui::EndMenu()+{+    // Nav: When a left move request our menu failed, close ourselves.+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginMenu()/EndMenu() calls+    ImGuiWindow* parent_window = window->ParentWindow;  // Should always be != NULL is we passed assert.+    if (window->BeginCount == window->BeginCountPreviousFrame)+        if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet())+            if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical)+            {+                ClosePopupToLevel(g.BeginPopupStack.Size - 1, true);+                NavMoveRequestCancel();+            }++    EndPopup();+}++bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled)+{+    ImGuiWindow* window = GetCurrentWindow();+    if (window->SkipItems)+        return false;++    ImGuiContext& g = *GImGui;+    ImGuiStyle& style = g.Style;+    ImVec2 pos = window->DC.CursorPos;+    ImVec2 label_size = CalcTextSize(label, NULL, true);++    // See BeginMenuEx() for comments about this.+    const bool menuset_is_open = IsRootOfOpenMenuSet();+    if (menuset_is_open)+        PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);++    // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),+    // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.+    bool pressed;+    PushID(label);+    if (!enabled)+        BeginDisabled();++    // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.+    const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover;+    const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;+    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)+    {+        // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful+        // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.+        float w = label_size.x;+        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);+        ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);+        PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));+        pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));+        PopStyleVar();+        if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)+            RenderText(text_pos, label);+        window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().+    }+    else+    {+        // Menu item inside a vertical menu+        // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.+        //  Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.+        float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f;+        float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f;+        float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);+        float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame+        float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);+        pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y));+        if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)+        {+            RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);+            if (icon_w > 0.0f)+                RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);+            if (shortcut_w > 0.0f)+            {+                PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);+                RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);+                PopStyleColor();+            }+            if (selected)+                RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);+        }+    }+    IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));+    if (!enabled)+        EndDisabled();+    PopID();+    if (menuset_is_open)+        PopItemFlag();++    return pressed;+}++bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)+{+    return MenuItemEx(label, NULL, shortcut, selected, enabled);+}++bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)+{+    if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled))+    {+        if (p_selected)+            *p_selected = !*p_selected;+        return true;+    }+    return false;+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: BeginTabBar, EndTabBar, etc.+//-------------------------------------------------------------------------+// - BeginTabBar()+// - BeginTabBarEx() [Internal]+// - EndTabBar()+// - TabBarLayout() [Internal]+// - TabBarCalcTabID() [Internal]+// - TabBarCalcMaxTabWidth() [Internal]+// - TabBarFindTabById() [Internal]+// - TabBarFindTabByOrder() [Internal]+// - TabBarGetCurrentTab() [Internal]+// - TabBarGetTabName() [Internal]+// - TabBarRemoveTab() [Internal]+// - TabBarCloseTab() [Internal]+// - TabBarScrollClamp() [Internal]+// - TabBarScrollToTab() [Internal]+// - TabBarQueueFocus() [Internal]+// - TabBarQueueReorder() [Internal]+// - TabBarProcessReorderFromMousePos() [Internal]+// - TabBarProcessReorder() [Internal]+// - TabBarScrollingButtons() [Internal]+// - TabBarTabListPopupButton() [Internal]+//-------------------------------------------------------------------------++struct ImGuiTabBarSection+{+    int                 TabCount;               // Number of tabs in this section.+    float               Width;                  // Sum of width of tabs in this section (after shrinking down)+    float               Spacing;                // Horizontal spacing at the end of the section.++    ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); }+};++namespace ImGui+{+    static void             TabBarLayout(ImGuiTabBar* tab_bar);+    static ImU32            TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window);+    static float            TabBarCalcMaxTabWidth();+    static float            TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);+    static void             TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);+    static ImGuiTabItem*    TabBarScrollingButtons(ImGuiTabBar* tab_bar);+    static ImGuiTabItem*    TabBarTabListPopupButton(ImGuiTabBar* tab_bar);+}++ImGuiTabBar::ImGuiTabBar()+{+    memset(this, 0, sizeof(*this));+    CurrFrameVisible = PrevFrameVisible = -1;+    LastTabItemIdx = -1;+}++static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab)+{+    return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1;+}++static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs)+{+    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;+    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;+    const int a_section = TabItemGetSectionIdx(a);+    const int b_section = TabItemGetSectionIdx(b);+    if (a_section != b_section)+        return a_section - b_section;+    return (int)(a->IndexDuringLayout - b->IndexDuringLayout);+}++static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs)+{+    const ImGuiTabItem* a = (const ImGuiTabItem*)lhs;+    const ImGuiTabItem* b = (const ImGuiTabItem*)rhs;+    return (int)(a->BeginOrder - b->BeginOrder);+}++static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref)+{+    ImGuiContext& g = *GImGui;+    return ref.Ptr ? (ImGuiTabBar*)ref.Ptr : g.TabBars.GetByIndex(ref.Index);+}++static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar)+{+    ImGuiContext& g = *GImGui;+    if (g.TabBars.Contains(tab_bar))+        return ImGuiPtrOrIndex(g.TabBars.GetIndex(tab_bar));+    return ImGuiPtrOrIndex(tab_bar);+}++bool    ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return false;++    ImGuiID id = window->GetID(str_id);+    ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id);+    ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2);+    tab_bar->ID = id;+    return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused);+}++bool    ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return false;++    if ((flags & ImGuiTabBarFlags_DockNode) == 0)+        PushOverrideID(tab_bar->ID);++    // Add to stack+    g.CurrentTabBarStack.push_back(GetTabBarRefFromTabBar(tab_bar));+    g.CurrentTabBar = tab_bar;++    // Append with multiple BeginTabBar()/EndTabBar() pairs.+    tab_bar->BackupCursorPos = window->DC.CursorPos;+    if (tab_bar->CurrFrameVisible == g.FrameCount)+    {+        window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);+        tab_bar->BeginCount++;+        return true;+    }++    // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable+    if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable)))+        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);+    tab_bar->TabsAddedNew = false;++    // Flags+    if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0)+        flags |= ImGuiTabBarFlags_FittingPolicyDefault_;++    tab_bar->Flags = flags;+    tab_bar->BarRect = tab_bar_bb;+    tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab()+    tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible;+    tab_bar->CurrFrameVisible = g.FrameCount;+    tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight;+    tab_bar->CurrTabsContentsHeight = 0.0f;+    tab_bar->ItemSpacingY = g.Style.ItemSpacing.y;+    tab_bar->FramePadding = g.Style.FramePadding;+    tab_bar->TabsActiveCount = 0;+    tab_bar->LastTabItemIdx = -1;+    tab_bar->BeginCount = 1;++    // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap+    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY);++    // Draw separator+    const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive);+    const float y = tab_bar->BarRect.Max.y - 1.0f;+    {+        const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f);+        const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f);+        window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f);+    }+    return true;+}++void    ImGui::EndTabBar()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return;++    ImGuiTabBar* tab_bar = g.CurrentTabBar;+    if (tab_bar == NULL)+    {+        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!");+        return;+    }++    // Fallback in case no TabItem have been submitted+    if (tab_bar->WantLayout)+        TabBarLayout(tab_bar);++    // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed().+    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);+    if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing)+    {+        tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight);+        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight;+    }+    else+    {+        window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->PrevTabsContentsHeight;+    }+    if (tab_bar->BeginCount > 1)+        window->DC.CursorPos = tab_bar->BackupCursorPos;++    tab_bar->LastTabItemIdx = -1;+    if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0)+        PopID();++    g.CurrentTabBarStack.pop_back();+    g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back());+}++// Scrolling happens only in the central section (leading/trailing sections are not scrolling)+static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections)+{+    return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing;+}++// This is called only once a frame before by the first call to ItemTab()+// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions.+static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)+{+    ImGuiContext& g = *GImGui;+    tab_bar->WantLayout = false;++    // Garbage collect by compacting list+    // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section)+    int tab_dst_n = 0;+    bool need_sort_by_section = false;+    ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing+    for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++)+    {+        ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n];+        if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose)+        {+            // Remove tab+            if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; }+            if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; }+            if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; }+            continue;+        }+        if (tab_dst_n != tab_src_n)+            tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n];++        tab = &tab_bar->Tabs[tab_dst_n];+        tab->IndexDuringLayout = (ImS16)tab_dst_n;++        // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another)+        int curr_tab_section_n = TabItemGetSectionIdx(tab);+        if (tab_dst_n > 0)+        {+            ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1];+            int prev_tab_section_n = TabItemGetSectionIdx(prev_tab);+            if (curr_tab_section_n == 0 && prev_tab_section_n != 0)+                need_sort_by_section = true;+            if (prev_tab_section_n == 2 && curr_tab_section_n != 2)+                need_sort_by_section = true;+        }++        sections[curr_tab_section_n].TabCount++;+        tab_dst_n++;+    }+    if (tab_bar->Tabs.Size != tab_dst_n)+        tab_bar->Tabs.resize(tab_dst_n);++    if (need_sort_by_section)+        ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection);++    // Calculate spacing between sections+    sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;+    sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f;++    // Setup next selected tab+    ImGuiID scroll_to_tab_id = 0;+    if (tab_bar->NextSelectedTabId)+    {+        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId;+        tab_bar->NextSelectedTabId = 0;+        scroll_to_tab_id = tab_bar->SelectedTabId;+    }++    // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot).+    if (tab_bar->ReorderRequestTabId != 0)+    {+        if (TabBarProcessReorder(tab_bar))+            if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId)+                scroll_to_tab_id = tab_bar->ReorderRequestTabId;+        tab_bar->ReorderRequestTabId = 0;+    }++    // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!)+    const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0;+    if (tab_list_popup_button)+        if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x!+            scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID;++    // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central+    // (whereas our tabs are stored as: leading, central, trailing)+    int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount };+    g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size);++    // Compute ideal tabs widths + store them into shrink buffer+    ImGuiTabItem* most_recently_selected_tab = NULL;+    int curr_section_n = -1;+    bool found_selected_tab_id = false;+    for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)+    {+        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];+        IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible);++        if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button))+            most_recently_selected_tab = tab;+        if (tab->ID == tab_bar->SelectedTabId)+            found_selected_tab_id = true;+        if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID)+            scroll_to_tab_id = tab->ID;++        // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar.+        // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,+        // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.+        const char* tab_name = TabBarGetTabName(tab_bar, tab);+        const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument);+        tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x;++        int section_n = TabItemGetSectionIdx(tab);+        ImGuiTabBarSection* section = &sections[section_n];+        section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f);+        curr_section_n = section_n;++        // Store data so we can build an array sorted by width if we need to shrink tabs down+        IM_MSVC_WARNING_SUPPRESS(6385);+        ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++];+        shrink_width_item->Index = tab_n;+        shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth;+        tab->Width = ImMax(tab->ContentWidth, 1.0f);+    }++    // Compute total ideal width (used for e.g. auto-resizing a window)+    tab_bar->WidthAllTabsIdeal = 0.0f;+    for (int section_n = 0; section_n < 3; section_n++)+        tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing;++    // Horizontal scrolling buttons+    // (note that TabBarScrollButtons() will alter BarRect.Max.x)+    if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll))+        if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar))+        {+            scroll_to_tab_id = scroll_and_select_tab->ID;+            if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0)+                tab_bar->SelectedTabId = scroll_to_tab_id;+        }++    // Shrink widths if full tabs don't fit in their allocated space+    float section_0_w = sections[0].Width + sections[0].Spacing;+    float section_1_w = sections[1].Width + sections[1].Spacing;+    float section_2_w = sections[2].Width + sections[2].Spacing;+    bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth();+    float width_excess;+    if (central_section_is_visible)+        width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section+    else+        width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section++    // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore+    if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))+    {+        int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);+        int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);+        ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess);++        // Apply shrunk values into tabs and sections+        for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++)+        {+            ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index];+            float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width);+            if (shrinked_width < 0.0f)+                continue;++            shrinked_width = ImMax(1.0f, shrinked_width);+            int section_n = TabItemGetSectionIdx(tab);+            sections[section_n].Width -= (tab->Width - shrinked_width);+            tab->Width = shrinked_width;+        }+    }++    // Layout all active tabs+    int section_tab_index = 0;+    float tab_offset = 0.0f;+    tab_bar->WidthAllTabs = 0.0f;+    for (int section_n = 0; section_n < 3; section_n++)+    {+        ImGuiTabBarSection* section = &sections[section_n];+        if (section_n == 2)+            tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset);++        for (int tab_n = 0; tab_n < section->TabCount; tab_n++)+        {+            ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n];+            tab->Offset = tab_offset;+            tab->NameOffset = -1;+            tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f);+        }+        tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f);+        tab_offset += section->Spacing;+        section_tab_index += section->TabCount;+    }++    // Clear name buffers+    tab_bar->TabsNames.Buf.resize(0);++    // If we have lost the selected tab, select the next most recently active one+    if (found_selected_tab_id == false)+        tab_bar->SelectedTabId = 0;+    if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL)+        scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID;++    // Lock in visible tab+    tab_bar->VisibleTabId = tab_bar->SelectedTabId;+    tab_bar->VisibleTabWasSubmitted = false;++    // Apply request requests+    if (scroll_to_tab_id != 0)+        TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections);+    else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow))+    {+        const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH;+        const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX;+        if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f)+        {+            const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f;+            tab_bar->ScrollingTargetDistToVisibility = 0.0f;+            tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step);+        }+        SetKeyOwner(wheel_key, tab_bar->ID);+    }++    // Update scrolling+    tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim);+    tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget);+    if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget)+    {+        // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds.+        // Teleport if we are aiming far off the visible line+        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize);+        tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f);+        const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize);+        tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed);+    }+    else+    {+        tab_bar->ScrollingSpeed = 0.0f;+    }+    tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing;+    tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing;++    // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame)+    ImGuiWindow* window = g.CurrentWindow;+    window->DC.CursorPos = tab_bar->BarRect.Min;+    ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y);+    window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal);+}++// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.+static ImU32   ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)+{+    IM_ASSERT(docked_window == NULL); // master branch only+    IM_UNUSED(docked_window);+    if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)+    {+        ImGuiID id = ImHashStr(label);+        KeepAliveID(id);+        return id;+    }+    else+    {+        ImGuiWindow* window = GImGui->CurrentWindow;+        return window->GetID(label);+    }+}++static float ImGui::TabBarCalcMaxTabWidth()+{+    ImGuiContext& g = *GImGui;+    return g.FontSize * 20.0f;+}++ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id)+{+    if (tab_id != 0)+        for (int n = 0; n < tab_bar->Tabs.Size; n++)+            if (tab_bar->Tabs[n].ID == tab_id)+                return &tab_bar->Tabs[n];+    return NULL;+}++// Order = visible order, not submission order! (which is tab->BeginOrder)+ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order)+{+    if (order < 0 || order >= tab_bar->Tabs.Size)+        return NULL;+    return &tab_bar->Tabs[order];+}++ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar)+{+    if (tab_bar->LastTabItemIdx <= 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size)+        return NULL;+    return &tab_bar->Tabs[tab_bar->LastTabItemIdx];+}++const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)+{+    if (tab->NameOffset == -1)+        return "N/A";+    IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size);+    return tab_bar->TabsNames.Buf.Data + tab->NameOffset;+}++// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless.+void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)+{+    if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))+        tab_bar->Tabs.erase(tab);+    if (tab_bar->VisibleTabId == tab_id)      { tab_bar->VisibleTabId = 0; }+    if (tab_bar->SelectedTabId == tab_id)     { tab_bar->SelectedTabId = 0; }+    if (tab_bar->NextSelectedTabId == tab_id) { tab_bar->NextSelectedTabId = 0; }+}++// Called on manual closure attempt+void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)+{+    if (tab->Flags & ImGuiTabItemFlags_Button)+        return; // A button appended with TabItemButton().++    if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))+    {+        // This will remove a frame of lag for selecting another tab on closure.+        // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure+        tab->WantClose = true;+        if (tab_bar->VisibleTabId == tab->ID)+        {+            tab->LastFrameVisible = -1;+            tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0;+        }+    }+    else+    {+        // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup)+        if (tab_bar->VisibleTabId != tab->ID)+            TabBarQueueFocus(tab_bar, tab);+    }+}++static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling)+{+    scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth());+    return ImMax(scrolling, 0.0f);+}++// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys+static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections)+{+    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id);+    if (tab == NULL)+        return;+    if (tab->Flags & ImGuiTabItemFlags_SectionMask_)+        return;++    ImGuiContext& g = *GImGui;+    float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar)+    int order = TabBarGetTabOrder(tab_bar, tab);++    // Scrolling happens only in the central section (leading/trailing sections are not scrolling)+    float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections);++    // We make all tabs positions all relative Sections[0].Width to make code simpler+    float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f);+    float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f);+    tab_bar->ScrollingTargetDistToVisibility = 0.0f;+    if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width))+    {+        // Scroll to the left+        tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f);+        tab_bar->ScrollingTarget = tab_x1;+    }+    else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width)+    {+        // Scroll to the right+        tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f);+        tab_bar->ScrollingTarget = tab_x2 - scrollable_width;+    }+}++void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)+{+    tab_bar->NextSelectedTabId = tab->ID;+}++void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset)+{+    IM_ASSERT(offset != 0);+    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);+    tab_bar->ReorderRequestTabId = tab->ID;+    tab_bar->ReorderRequestOffset = (ImS16)offset;+}++void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos)+{+    ImGuiContext& g = *GImGui;+    IM_ASSERT(tab_bar->ReorderRequestTabId == 0);+    if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0)+        return;++    const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;+    const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0);++    // Count number of contiguous tabs we are crossing over+    const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1;+    const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab);+    int dst_idx = src_idx;+    for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir)+    {+        // Reordered tabs must share the same section+        const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i];+        if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder)+            break;+        if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_))+            break;+        dst_idx = i;++        // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered.+        const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x;+        const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x;+        //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255));+        if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2))+            break;+    }++    if (dst_idx != src_idx)+        TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx);+}++bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar)+{+    ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId);+    if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder))+        return false;++    //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools+    int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset;+    if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size)+        return false;++    // Reordered tabs must share the same section+    // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too)+    ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order];+    if (tab2->Flags & ImGuiTabItemFlags_NoReorder)+        return false;+    if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_))+        return false;++    ImGuiTabItem item_tmp = *tab1;+    ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2;+    ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1;+    const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset;+    memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem));+    *tab2 = item_tmp;++    if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings)+        MarkIniSettingsDirty();+    return true;+}++static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f);+    const float scrolling_buttons_width = arrow_button_size.x * 2.0f;++    const ImVec2 backup_cursor_pos = window->DC.CursorPos;+    //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255));++    int select_dir = 0;+    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];+    arrow_col.w *= 0.5f;++    PushStyleColor(ImGuiCol_Text, arrow_col);+    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));+    const float backup_repeat_delay = g.IO.KeyRepeatDelay;+    const float backup_repeat_rate = g.IO.KeyRepeatRate;+    g.IO.KeyRepeatDelay = 0.250f;+    g.IO.KeyRepeatRate = 0.200f;+    float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width);+    window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y);+    if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))+        select_dir = -1;+    window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y);+    if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat))+        select_dir = +1;+    PopStyleColor(2);+    g.IO.KeyRepeatRate = backup_repeat_rate;+    g.IO.KeyRepeatDelay = backup_repeat_delay;++    ImGuiTabItem* tab_to_scroll_to = NULL;+    if (select_dir != 0)+        if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))+        {+            int selected_order = TabBarGetTabOrder(tab_bar, tab_item);+            int target_order = selected_order + select_dir;++            // Skip tab item buttons until another tab item is found or end is reached+            while (tab_to_scroll_to == NULL)+            {+                // If we are at the end of the list, still scroll to make our tab visible+                tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order];++                // Cross through buttons+                // (even if first/last item is a button, return it so we can update the scroll)+                if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button)+                {+                    target_order += select_dir;+                    selected_order += select_dir;+                    tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL;+                }+            }+        }+    window->DC.CursorPos = backup_cursor_pos;+    tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f;++    return tab_to_scroll_to;+}++static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;++    // We use g.Style.FramePadding.y to match the square ArrowButton size+    const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y;+    const ImVec2 backup_cursor_pos = window->DC.CursorPos;+    window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y);+    tab_bar->BarRect.Min.x += tab_list_popup_button_width;++    ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text];+    arrow_col.w *= 0.5f;+    PushStyleColor(ImGuiCol_Text, arrow_col);+    PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));+    bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest);+    PopStyleColor(2);++    ImGuiTabItem* tab_to_select = NULL;+    if (open)+    {+        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)+        {+            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];+            if (tab->Flags & ImGuiTabItemFlags_Button)+                continue;++            const char* tab_name = TabBarGetTabName(tab_bar, tab);+            if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID))+                tab_to_select = tab;+        }+        EndCombo();+    }++    window->DC.CursorPos = backup_cursor_pos;+    return tab_to_select;+}++//-------------------------------------------------------------------------+// [SECTION] Widgets: BeginTabItem, EndTabItem, etc.+//-------------------------------------------------------------------------+// - BeginTabItem()+// - EndTabItem()+// - TabItemButton()+// - TabItemEx() [Internal]+// - SetTabItemClosed()+// - TabItemCalcSize() [Internal]+// - TabItemBackground() [Internal]+// - TabItemLabelAndCloseButton() [Internal]+//-------------------------------------------------------------------------++bool    ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return false;++    ImGuiTabBar* tab_bar = g.CurrentTabBar;+    if (tab_bar == NULL)+    {+        IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!");+        return false;+    }+    IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead!++    bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);+    if (ret && !(flags & ImGuiTabItemFlags_NoPushId))+    {+        ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];+        PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label)+    }+    return ret;+}++void    ImGui::EndTabItem()+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return;++    ImGuiTabBar* tab_bar = g.CurrentTabBar;+    if (tab_bar == NULL)+    {+        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");+        return;+    }+    IM_ASSERT(tab_bar->LastTabItemIdx >= 0);+    ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];+    if (!(tab->Flags & ImGuiTabItemFlags_NoPushId))+        PopID();+}++bool    ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)+{+    ImGuiContext& g = *GImGui;+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return false;++    ImGuiTabBar* tab_bar = g.CurrentTabBar;+    if (tab_bar == NULL)+    {+        IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!");+        return false;+    }+    return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);+}++bool    ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)+{+    // Layout whole tab bar if not already done+    ImGuiContext& g = *GImGui;+    if (tab_bar->WantLayout)+    {+        ImGuiNextItemData backup_next_item_data = g.NextItemData;+        TabBarLayout(tab_bar);+        g.NextItemData = backup_next_item_data;+    }+    ImGuiWindow* window = g.CurrentWindow;+    if (window->SkipItems)+        return false;++    const ImGuiStyle& style = g.Style;+    const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window);++    // If the user called us with *p_open == false, we early out and don't render.+    // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.+    IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);+    if (p_open && !*p_open)+    {+        ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);+        return false;+    }++    IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button));+    IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing++    // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented)+    if (flags & ImGuiTabItemFlags_NoCloseButton)+        p_open = NULL;+    else if (p_open == NULL)+        flags |= ImGuiTabItemFlags_NoCloseButton;++    // Acquire tab data+    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);+    bool tab_is_new = false;+    if (tab == NULL)+    {+        tab_bar->Tabs.push_back(ImGuiTabItem());+        tab = &tab_bar->Tabs.back();+        tab->ID = id;+        tab_bar->TabsAddedNew = tab_is_new = true;+    }+    tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);++    // Calculate tab contents size+    ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument));+    tab->RequestedWidth = -1.0f;+    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)+        size.x = tab->RequestedWidth = g.NextItemData.Width;+    if (tab_is_new)+        tab->Width = ImMax(1.0f, size.x);+    tab->ContentWidth = size.x;+    tab->BeginOrder = tab_bar->TabsActiveCount++;++    const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);+    const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;+    const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);+    const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument);+    const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;+    tab->LastFrameVisible = g.FrameCount;+    tab->Flags = flags;++    // Append name _WITH_ the zero-terminator+    if (docked_window != NULL)+    {+        IM_ASSERT(docked_window == NULL); // master branch only+    }+    else+    {+        tab->NameOffset = (ImS32)tab_bar->TabsNames.size();+        tab_bar->TabsNames.append(label, label + strlen(label) + 1);+    }++    // Update selected tab+    if (!is_tab_button)+    {+        if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)+            if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)+                TabBarQueueFocus(tab_bar, tab); // New tabs gets activated+        if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar+            TabBarQueueFocus(tab_bar, tab);+    }++    // Lock visibility+    // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)+    bool tab_contents_visible = (tab_bar->VisibleTabId == id);+    if (tab_contents_visible)+        tab_bar->VisibleTabWasSubmitted = true;++    // On the very first frame of a tab bar we let first tab contents be visible to minimize appearing glitches+    if (!tab_contents_visible && tab_bar->SelectedTabId == 0 && tab_bar_appearing)+        if (tab_bar->Tabs.Size == 1 && !(tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs))+            tab_contents_visible = true;++    // Note that tab_is_new is not necessarily the same as tab_appearing! When a tab bar stops being submitted+    // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.+    if (tab_appearing && (!tab_bar_appearing || tab_is_new))+    {+        ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);+        if (is_tab_button)+            return false;+        return tab_contents_visible;+    }++    if (tab_bar->SelectedTabId == id)+        tab->LastFrameSelected = g.FrameCount;++    // Backup current layout position+    const ImVec2 backup_main_cursor_pos = window->DC.CursorPos;++    // Layout+    const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0;+    size.x = tab->Width;+    if (is_central_section)+        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f);+    else+        window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f);+    ImVec2 pos = window->DC.CursorPos;+    ImRect bb(pos, pos + size);++    // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation)+    const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX);+    if (want_clip_rect)+        PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);++    ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos;+    ItemSize(bb.GetSize(), style.FramePadding.y);+    window->DC.CursorMaxPos = backup_cursor_max_pos;++    if (!ItemAdd(bb, id))+    {+        if (want_clip_rect)+            PopClipRect();+        window->DC.CursorPos = backup_main_cursor_pos;+        return tab_contents_visible;+    }++    // Click to Select a tab+    // Allow the close button to overlap+    ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap);+    if (g.DragDropActive)+        button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;+    bool hovered, held;+    bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);+    if (pressed && !is_tab_button)+        TabBarQueueFocus(tab_bar, tab);++    // Drag and drop: re-order tabs+    if (held && !tab_appearing && IsMouseDragging(0))+    {+        if (!g.DragDropActive && (tab_bar->Flags & ImGuiTabBarFlags_Reorderable))+        {+            // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x+            if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x)+            {+                TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);+            }+            else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x)+            {+                TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos);+            }+        }+    }++#if 0+    if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth)+    {+        // Enlarge tab display when hovering+        bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f)));+        display_draw_list = GetForegroundDrawList(window);+        TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive));+    }+#endif++    // Render tab shape+    ImDrawList* display_draw_list = window->DrawList;+    const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused));+    TabItemBackground(display_draw_list, bb, flags, tab_col);+    RenderNavHighlight(bb, id);++    // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget.+    const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup);+    if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button)+        TabBarQueueFocus(tab_bar, tab);++    if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)+        flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;++    // Render tab label, process close button+    const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0;+    bool just_closed;+    bool text_clipped;+    TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);+    if (just_closed && p_open != NULL)+    {+        *p_open = false;+        TabBarCloseTab(tab_bar, tab);+    }++    // Restore main window position so user can draw there+    if (want_clip_rect)+        PopClipRect();+    window->DC.CursorPos = backup_main_cursor_pos;++    // Tooltip+    // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok)+    // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)+    // FIXME: This is a mess.+    // FIXME: We may want disabled tab to still display the tooltip?+    if (text_clipped && g.HoveredId == id && !held)+        if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))+            SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);++    IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected+    if (is_tab_button)+        return pressed;+    return tab_contents_visible;+}++// [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed.+// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar().+// Tabs closed by the close button will automatically be flagged to avoid this issue.+void    ImGui::SetTabItemClosed(const char* label)+{+    ImGuiContext& g = *GImGui;+    bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode);+    if (is_within_manual_tab_bar)+    {+        ImGuiTabBar* tab_bar = g.CurrentTabBar;+        ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL);+        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))+            tab->WantClose = true; // Will be processed by next call to TabBarLayout()+    }+}++ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker)+{+    ImGuiContext& g = *GImGui;+    ImVec2 label_size = CalcTextSize(label, NULL, true);+    ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);+    if (has_close_button_or_unsaved_marker)+        size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.+    else+        size.x += g.Style.FramePadding.x + 1.0f;+    return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);+}++ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*)+{+    IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch.+    return ImVec2(0.0f, 0.0f);+}++void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)+{+    // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.+    ImGuiContext& g = *GImGui;+    const float width = bb.GetWidth();+    IM_UNUSED(flags);+    IM_ASSERT(width > 0.0f);+    const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f));+    const float y1 = bb.Min.y + 1.0f;+    const float y2 = bb.Max.y - 1.0f;+    draw_list->PathLineTo(ImVec2(bb.Min.x, y2));+    draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9);+    draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12);+    draw_list->PathLineTo(ImVec2(bb.Max.x, y2));+    draw_list->PathFillConvex(col);+    if (g.Style.TabBorderSize > 0.0f)+    {+        draw_list->PathLineTo(ImVec2(bb.Min.x + 0.5f, y2));+        draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9);+        draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12);+        draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2));+        draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize);+    }+}++// Render text label (with custom clipping) + Unsaved Document marker + Close Button logic+// We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter.+void ImGui::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)+{+    ImGuiContext& g = *GImGui;+    ImVec2 label_size = CalcTextSize(label, NULL, true);++    if (out_just_closed)+        *out_just_closed = false;+    if (out_text_clipped)+        *out_text_clipped = false;++    if (bb.GetWidth() <= 1.0f)+        return;++    // In Style V2 we'll have full override of all colors per state (e.g. focused, selected)+    // But right now if you want to alter text color of tabs this is what you need to do.+#if 0+    const float backup_alpha = g.Style.Alpha;+    if (!is_contents_visible)+        g.Style.Alpha *= 0.7f;+#endif++    // Render text label (with clipping + alpha gradient) + unsaved marker+    ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y);+    ImRect text_ellipsis_clip_bb = text_pixel_clip_bb;++    // Return clipped state ignoring the close button+    if (out_text_clipped)+    {+        *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x;+        //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255));+    }++    const float button_sz = g.FontSize;+    const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y);++    // Close Button & Unsaved Marker+    // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap()+    //  'hovered' will be true when hovering the Tab but NOT when hovering the close button+    //  'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button+    //  'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false+    bool close_button_pressed = false;+    bool close_button_visible = false;+    if (close_button_id != 0)+        if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton))+            if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id)+                close_button_visible = true;+    bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x);++    if (close_button_visible)+    {+        ImGuiLastItemData last_item_backup = g.LastItemData;+        if (CloseButton(close_button_id, button_pos))+            close_button_pressed = true;         g.LastItemData = last_item_backup;          // Close with middle mouse button
imgui/imstb_textedit.h view
@@ -2,6 +2,7 @@ // 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)+// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000) // Grep for [DEAR IMGUI] to find the changes.  // stb_textedit.h - v1.14  - public domain - Sean Barrett@@ -524,29 +525,14 @@    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;-      }+   if (n == z && single_line) {+      // special case if it's at the end (may not be needed?)+      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;       return;    } @@ -557,9 +543,13 @@       STB_TEXTEDIT_LAYOUTROW(&r, str, i);       if (n < i + r.num_chars)          break;+      if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE)  // [DEAR IMGUI] special handling for last line+         break;   // [DEAR IMGUI]       prev_start = i;       i += r.num_chars;       find->y += r.baseline_y_delta;+      if (i == z) // [DEAR IMGUI]+         break;   // [DEAR IMGUI]    }     find->first_char = first = i;
imgui/imstb_truetype.h view
@@ -2008,7 +2008,7 @@          start = end;       }    }-   if (fdselector == -1) stbtt__new_buf(NULL, 0);+   if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422    return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); } 
src/DearImGui.hs view
@@ -110,6 +110,7 @@   , Raw.endGroup    , setCursorPos+  , Raw.getCursorPos   , Raw.alignTextToFramePadding      -- * ID stack@@ -1689,7 +1690,7 @@ -- | Create a new tab. Returns @True@ if the tab is selected. -- -- Wraps @ImGui::BeginTabItem@.-beginTabItem :: (MonadIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabBarFlags -> m Bool+beginTabItem :: (MonadIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabItemFlags -> m Bool beginTabItem tabName ref flags = liftIO do   currentValue <- get ref   with (bool 0 1 currentValue) \refPtr -> do@@ -1705,14 +1706,14 @@ -- | Create a new tab. -- -- The action will get 'True' if the tab is selected.-withTabItem :: (MonadUnliftIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabBarFlags -> (Bool -> m a) -> m a+withTabItem :: (MonadUnliftIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabItemFlags -> (Bool -> m a) -> m a withTabItem tabName ref flags =   bracket (beginTabItem tabName ref flags) (`when` Raw.endTabItem)  -- | Create a new tab. -- -- The action will be skipped unless the tab is selected.-withTabItemOpen :: (MonadUnliftIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabBarFlags -> m () -> m ()+withTabItemOpen :: (MonadUnliftIO m, HasGetter ref Bool, HasSetter ref Bool) => Text -> ref -> ImGuiTabItemFlags -> m () -> m () withTabItemOpen tabName ref flags action =   withTabItem tabName ref flags (`when` action) @@ -1747,7 +1748,7 @@ beginPopup popupId = liftIO do   Text.withCString popupId Raw.beginPopup --- | Append intems to a non-modal Popup.+-- | Append items to a non-modal Popup. -- -- Non-modal popups can be closed by clicking anywhere outside them, -- or by pressing ESCAPE.@@ -1758,7 +1759,7 @@ withPopup :: MonadUnliftIO m => Text -> (Bool -> m a) -> m a withPopup popupId = bracket (beginPopup popupId) (`when` Raw.endPopup) --- | Append intems to a non-modal Popup.+-- | Append items to a non-modal Popup. -- -- Non-modal popups can be closed by clicking anywhere outside them, -- or by pressing ESCAPE.@@ -1777,7 +1778,7 @@ beginPopupModal popupId = liftIO do   Text.withCString popupId Raw.beginPopupModal --- | Append intems to a modal Popup.+-- | Append items to a modal Popup. -- -- Modal popups can be closed only with 'closeCurrentPopup'. --
− src/DearImGui/Context.hs
@@ -1,47 +0,0 @@-{-# language DerivingStrategies #-}-{-# language DuplicateRecordFields #-}-{-# language GeneralizedNewtypeDeriving #-}-{-# language NamedFieldPuns #-}-{-# language OverloadedStrings #-}-{-# language PatternSynonyms #-}-{-# language TemplateHaskell #-}--module DearImGui.Context where---- containers-import qualified Data.Map.Strict as Map---- inline-c-import Language.C.Inline.Context-  ( Context(..) )-import Language.C.Types-  ( pattern TypeName )---- dear-imgui-import DearImGui.Structs---- dear-imgui-generator-import DearImGui.Generator-  ( enumerationsTypesTable )------------------------------------------------------------------------------------imguiContext :: Context-imguiContext = mempty-  { ctxTypesTable = enumerationsTypesTable <>-    Map.fromList-      [ ( TypeName "ImVec2", [t| ImVec2 |] )-      , ( TypeName "ImVec3", [t| ImVec3 |] )-      , ( TypeName "ImVec4", [t| ImVec4 |] )-      , ( TypeName "ImU32", [t| ImU32 |] )-      , ( TypeName "ImGuiID", [t| ImGuiID |] )-      , ( TypeName "ImWchar", [t| ImWchar |] )-      , ( TypeName "ImDrawList", [t| ImDrawList |] )-      , ( TypeName "ImGuiContext", [t| ImGuiContext |] )-      , ( TypeName "ImFont", [t| ImFont |] )-      , ( TypeName "ImFontConfig", [t| ImFontConfig |] )-      , ( TypeName "ImFontGlyphRangesBuilder", [t| ImFontGlyphRangesBuilder |] )-      , ( TypeName "ImGuiListClipper", [t| ImGuiListClipper |] )-      , ( TypeName "ImGuiTableSortSpecs", [t| ImGuiTableSortSpecs |] )-      ]-  }
src/DearImGui/Raw.hs view
@@ -90,6 +90,7 @@   , popItemWidth   , beginGroup   , endGroup+  , getCursorPos   , setCursorPos   , getCursorScreenPos   , alignTextToFramePadding@@ -264,7 +265,7 @@   ( unsafePerformIO )  -- dear-imgui-import DearImGui.Context+import DearImGui.Raw.Context   ( imguiContext ) import DearImGui.Enums import DearImGui.Structs@@ -1345,9 +1346,9 @@ -- | Create a new tab. Returns @True@ if the tab is selected. -- -- Wraps @ImGui::BeginTabItem@.-beginTabItem :: (MonadIO m) => CString -> Ptr CBool -> ImGuiTabBarFlags -> m Bool+beginTabItem :: (MonadIO m) => CString -> Ptr CBool -> ImGuiTabItemFlags -> m Bool beginTabItem namePtr refPtr flags = liftIO do-  (0 /=) <$> [C.exp| bool { BeginTabItem($(char* namePtr), $(bool* refPtr), $(ImGuiTabBarFlags flags) ) } |]+  (0 /=) <$> [C.exp| bool { BeginTabItem($(char* namePtr), $(bool* refPtr), $(ImGuiTabItemFlags flags) ) } |]   -- | Finish appending elements to a tab. Only call if 'beginTabItem' returns @True@.@@ -1670,6 +1671,20 @@ setCursorPos :: (MonadIO m) => Ptr ImVec2 -> m () setCursorPos posPtr = liftIO do   [C.exp| void { SetCursorPos(*$(ImVec2* posPtr)) } |]++-- | Get cursor position in window-local coordinates.+--+-- Useful to overlap draw using 'setCursorPos'.+--+-- Wraps @ImGui::SetCursorPos()@+getCursorPos :: (MonadIO m) => m ImVec2+getCursorPos = liftIO do+  C.withPtr_ \ptr ->+    [C.block|+      void {+        *$(ImVec2 * ptr) = GetCursorPos();+      }+    |]  -- | Cursor position in absolute coordinates. --
+ src/DearImGui/Raw/Context.hs view
@@ -0,0 +1,47 @@+{-# language DerivingStrategies #-}+{-# language DuplicateRecordFields #-}+{-# language GeneralizedNewtypeDeriving #-}+{-# language NamedFieldPuns #-}+{-# language OverloadedStrings #-}+{-# language PatternSynonyms #-}+{-# language TemplateHaskell #-}++module DearImGui.Raw.Context where++-- containers+import qualified Data.Map.Strict as Map++-- inline-c+import Language.C.Inline.Context+  ( Context(..) )+import Language.C.Types+  ( pattern TypeName )++-- dear-imgui+import DearImGui.Structs++-- dear-imgui-generator+import DearImGui.Generator+  ( enumerationsTypesTable )++--------------------------------------------------------------------------------++imguiContext :: Context+imguiContext = mempty+  { ctxTypesTable = enumerationsTypesTable <>+    Map.fromList+      [ ( TypeName "ImVec2", [t| ImVec2 |] )+      , ( TypeName "ImVec3", [t| ImVec3 |] )+      , ( TypeName "ImVec4", [t| ImVec4 |] )+      , ( TypeName "ImU32", [t| ImU32 |] )+      , ( TypeName "ImGuiID", [t| ImGuiID |] )+      , ( TypeName "ImWchar", [t| ImWchar |] )+      , ( TypeName "ImDrawList", [t| ImDrawList |] )+      , ( TypeName "ImGuiContext", [t| ImGuiContext |] )+      , ( TypeName "ImFont", [t| ImFont |] )+      , ( TypeName "ImFontConfig", [t| ImFontConfig |] )+      , ( TypeName "ImFontGlyphRangesBuilder", [t| ImFontGlyphRangesBuilder |] )+      , ( TypeName "ImGuiListClipper", [t| ImGuiListClipper |] )+      , ( TypeName "ImGuiTableSortSpecs", [t| ImGuiTableSortSpecs |] )+      ]+  }
src/DearImGui/Raw/DrawList.hs view
@@ -115,7 +115,7 @@ import Foreign.C  -- dear-imgui-import DearImGui.Context+import DearImGui.Raw.Context   ( imguiContext ) import DearImGui.Enums import DearImGui.Structs
src/DearImGui/Raw/Font.hs view
@@ -41,7 +41,7 @@ import Foreign.C  -- dear-imgui-import DearImGui.Context+import DearImGui.Raw.Context   ( imguiContext ) import DearImGui.Structs import DearImGui.Raw.Font.Config
src/DearImGui/Raw/Font/Config.hs view
@@ -46,7 +46,7 @@ import Foreign.C  -- dear-imgui-import DearImGui.Context+import DearImGui.Raw.Context   ( imguiContext ) import DearImGui.Structs import DearImGui.Raw.Font.GlyphRanges
src/DearImGui/Raw/Font/GlyphRanges.hs view
@@ -75,7 +75,7 @@ import System.IO.Unsafe (unsafePerformIO)  -- dear-imgui-import DearImGui.Context+import DearImGui.Raw.Context   ( imguiContext ) import DearImGui.Structs 
src/DearImGui/Raw/IO.hs view
@@ -39,7 +39,7 @@   )  -- dear-imgui-import DearImGui.Context+import DearImGui.Raw.Context   ( imguiContext ) -- import DearImGui.Enums -- import DearImGui.Structs
src/DearImGui/Raw/ListClipper.hs view
@@ -59,7 +59,7 @@ import System.IO.Unsafe (unsafePerformIO)  -- dear-imgui-import DearImGui.Context+import DearImGui.Raw.Context   ( imguiContext ) import DearImGui.Structs   ( ImGuiListClipper )
src/DearImGui/SDL.hs view
@@ -50,7 +50,7 @@  C.context (Cpp.cppCtx <> C.bsCtx) C.include "imgui.h"-C.include "backends/imgui_impl_sdl.h"+C.include "backends/imgui_impl_sdl2.h" C.include "SDL.h" Cpp.using "namespace ImGui" 
src/DearImGui/SDL/OpenGL.hs view
@@ -42,7 +42,7 @@ C.context (Cpp.cppCtx <> C.bsCtx) C.include "imgui.h" C.include "backends/imgui_impl_opengl2.h"-C.include "backends/imgui_impl_sdl.h"+C.include "backends/imgui_impl_sdl2.h" C.include "SDL.h" C.include "SDL_opengl.h" Cpp.using "namespace ImGui"
src/DearImGui/SDL/Vulkan.hs view
@@ -33,7 +33,7 @@ C.context Cpp.cppCtx C.include "imgui.h" C.include "backends/imgui_impl_vulkan.h"-C.include "backends/imgui_impl_sdl.h"+C.include "backends/imgui_impl_sdl2.h" C.include "SDL.h" C.include "SDL_vulkan.h" Cpp.using "namespace ImGui"
src/DearImGui/Vulkan.hs view
@@ -134,6 +134,8 @@           initInfo.MSAASamples = $(VkSampleCountFlagBits msaaSamples);           initInfo.Allocator = $(VkAllocationCallbacks* callbacksPtr);           initInfo.CheckVkResultFn = $( void (*checkResultFunPtr)(VkResult) );+          initInfo.UseDynamicRendering = false;+          // TODO: initInfo.ColorAttachmentFormat           return ImGui_ImplVulkan_Init(&initInfo, $(VkRenderPass renderPass) );         }|]     pure ( checkResultFunPtr, initResult /= 0 )