// dear imgui, v1.49 WIP
// (headers)

// See imgui.cpp file for documentation.
// See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
// Read 'Programmer guide' in imgui.cpp for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui

#pragma once

#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
#include "imconfig.h"       // User-editable configuration file
#endif
#include <float.h>          // FLT_MAX
#include <stdarg.h>         // va_list
#include <stddef.h>         // ptrdiff_t, NULL
#include <string.h>         // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp

#define IMGUI_VERSION       "1.49 WIP"

// Define attributes of all API symbols declarations, e.g. for DLL under Windows.
#ifndef IMGUI_API
#define IMGUI_API
#endif

// Define assertion handler.
#ifndef IM_ASSERT
#include <assert.h>
#define IM_ASSERT(_EXPR)    assert(_EXPR)
#endif

// Some compilers support applying printf-style warnings to user functions.
#if defined(__clang__) || defined(__GNUC__)
#define IM_PRINTFARGS(FMT) __attribute__((format(printf, FMT, (FMT+1))))
#else
#define IM_PRINTFARGS(FMT)
#endif

// Forward declarations
struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit()
struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call)
struct ImDrawData; // All draw command lists required to render the frame
struct ImDrawList; // A single draw command list (generally one per window)
struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT)
struct ImFont; // Runtime data for a single font within a parent ImFontAtlas
struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF font loader
struct ImFontConfig; // Configuration data when adding a font or merging fonts
struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiOnceUponAFrame; // Simple helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
struct ImGuiStorage; // Simple custom key value storage
struct ImGuiStyle; // Runtime data for styling/colors
struct ImGuiTextFilter; // Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextBuffer; // Text buffer for logging/accumulating text
struct ImGuiTextEditCallbackData; // Shared state of ImGui::InputText() when using custom callbacks (advanced)
struct ImGuiListClipper; // Helper to manually clip large list of items

// Enumerations (declared as int for compatibility and to not pollute the top of this file)
typedef unsigned int ImU32;
typedef unsigned short ImWchar; // character for keyboard input/display
typedef void* ImTextureID; // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef int ImGuiCol; // a color identifier for styling       // enum ImGuiCol_
typedef int ImGuiStyleVar; // a variable identifier for styling    // enum ImGuiStyleVar_
typedef int ImGuiKey; // a key identifier (ImGui-side enum)   // enum ImGuiKey_
typedef int ImGuiAlign; // alignment                            // enum ImGuiAlign_
typedef int ImGuiColorEditMode; // color edit mode for ColorEdit*()     // enum ImGuiColorEditMode_
typedef int ImGuiMouseCursor; // a mouse cursor identifier            // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // window flags for Begin*()            // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // condition flags for Set*()           // enum ImGuiSetCond_
typedef int ImGuiInputTextFlags; // flags for InputText*()               // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags; // flags for Selectable()               // enum ImGuiSelectableFlags_
typedef int (*ImGuiTextEditCallback)( ImGuiTextEditCallbackData* data );

// Others helpers at bottom of the file:
// class ImVector<>                 // Lightweight std::vector like class.
// IMGUI_ONCE_UPON_A_FRAME          // Execute a block of code once per frame only (convenient for creating UI within deep-nested code that runs multiple times)

struct ImVec2
{
	float x, y;

	ImVec2()
	{
		x = y = 0.0f;
	}

	ImVec2( float _x, float _y )
	{
		x = _x;
		y = _y;
	}
#ifdef IM_VEC2_CLASS_EXTRA          // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
    IM_VEC2_CLASS_EXTRA
#endif
};

struct ImVec4
{
	float x, y, z, w;

	ImVec4()
	{
		x = y = z = w = 0.0f;
	}

	ImVec4( float _x, float _y, float _z, float _w )
	{
		x = _x;
		y = _y;
		z = _z;
		w = _w;
	}
#ifdef IM_VEC4_CLASS_EXTRA          // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec4.
    IM_VEC4_CLASS_EXTRA
#endif
};

// ImGui end-user API
// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
namespace ImGui
{
	// Main
	IMGUI_API ImGuiIO& GetIO();
	IMGUI_API ImGuiStyle& GetStyle();
	IMGUI_API ImDrawData* GetDrawData(); // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
	IMGUI_API void NewFrame(); // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
	IMGUI_API void Render(); // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.
	IMGUI_API void Shutdown();
	IMGUI_API void ShowUserGuide(); // help block
	IMGUI_API void ShowStyleEditor( ImGuiStyle* ref = NULL ); // style editor block
	IMGUI_API void ShowTestWindow( bool* opened = NULL ); // test window demonstrating ImGui features
	IMGUI_API void ShowMetricsWindow( bool* opened = NULL ); // metrics window for debugging ImGui

	// Window
	IMGUI_API bool Begin( const char* name, bool* p_opened = NULL, ImGuiWindowFlags flags = 0 ); // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false).
	IMGUI_API bool Begin( const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0 ); // OBSOLETE. this is the older/longer API. the extra parameters aren't very relevant. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! might obsolete this API eventually.
	IMGUI_API void End(); // finish appending to current window, pop it off the window stack.
	IMGUI_API bool BeginChild( const char* str_id, const ImVec2& size = ImVec2( 0, 0 ), bool border = false, ImGuiWindowFlags extra_flags = 0 ); // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
	IMGUI_API bool BeginChild( ImGuiID id, const ImVec2& size = ImVec2( 0, 0 ), bool border = false, ImGuiWindowFlags extra_flags = 0 ); // "
	IMGUI_API void EndChild();
	IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
	IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
	IMGUI_API float GetContentRegionAvailWidth(); //
	IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates
	IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
	IMGUI_API float GetWindowContentRegionWidth(); //
	IMGUI_API ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw 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 float GetWindowWidth();
	IMGUI_API float GetWindowHeight();
	IMGUI_API bool IsWindowCollapsed();
	IMGUI_API void SetWindowFontScale( float scale ); // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows

	IMGUI_API void SetNextWindowPos( const ImVec2& pos, ImGuiSetCond cond = 0 ); // set next window position. call before Begin()
	IMGUI_API void SetNextWindowPosCenter( ImGuiSetCond cond = 0 ); // set next window position to be centered on screen. call before Begin()
	IMGUI_API void SetNextWindowSize( const ImVec2& size, ImGuiSetCond cond = 0 ); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
	IMGUI_API void SetNextWindowContentSize( const ImVec2& size ); // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
	IMGUI_API void SetNextWindowContentWidth( float width ); // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
	IMGUI_API void SetNextWindowCollapsed( bool collapsed, ImGuiSetCond cond = 0 ); // set next window collapsed state. call before Begin()
	IMGUI_API void SetNextWindowFocus(); // set next window to be focused / front-most. call before Begin()
	IMGUI_API void SetWindowPos( const ImVec2& pos, ImGuiSetCond cond = 0 ); // set current window position - call within Begin()/End(). may incur tearing
	IMGUI_API void SetWindowSize( const ImVec2& size, ImGuiSetCond cond = 0 ); // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
	IMGUI_API void SetWindowCollapsed( bool collapsed, ImGuiSetCond cond = 0 ); // set current window collapsed state
	IMGUI_API void SetWindowFocus(); // set current window to be focused / front-most
	IMGUI_API void SetWindowPos( const char* name, const ImVec2& pos, ImGuiSetCond cond = 0 ); // set named window position.
	IMGUI_API void SetWindowSize( const char* name, const ImVec2& size, ImGuiSetCond cond = 0 ); // set named window size. set axis to 0.0f to force an auto-fit on this axis.
	IMGUI_API void SetWindowCollapsed( const char* name, bool collapsed, ImGuiSetCond cond = 0 ); // set named window collapsed state
	IMGUI_API void SetWindowFocus( const char* name ); // set named window to be focused / front-most. use NULL to remove focus.

	IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()]
	IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()]
	IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
	IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
	IMGUI_API void SetScrollX( float scroll_x ); // set scrolling amount [0..GetScrollMaxX()]
	IMGUI_API void SetScrollY( float scroll_y ); // set scrolling amount [0..GetScrollMaxY()]
	IMGUI_API void SetScrollHere( float center_y_ratio = 0.5f ); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
	IMGUI_API void SetScrollFromPosY( float pos_y, float center_y_ratio = 0.5f ); // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
	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
	IMGUI_API void SetStateStorage( ImGuiStorage* tree ); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
	IMGUI_API ImGuiStorage* GetStateStorage();

	// Parameters stacks (shared)
	IMGUI_API void PushFont( ImFont* font ); // use NULL as a shortcut to push default font
	IMGUI_API void PopFont();
	IMGUI_API void PushStyleColor( ImGuiCol idx, const ImVec4& col );
	IMGUI_API void PopStyleColor( int count = 1 );
	IMGUI_API void PushStyleVar( ImGuiStyleVar idx, float val );
	IMGUI_API void PushStyleVar( ImGuiStyleVar idx, const ImVec2& val );
	IMGUI_API void PopStyleVar( int count = 1 );
	IMGUI_API ImFont* GetFont(); // get current font
	IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied
	IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
	IMGUI_API ImU32 GetColorU32( ImGuiCol idx, float alpha_mul = 1.0f ); // retrieve given style color with style alpha applied and optional extra alpha multiplier
	IMGUI_API ImU32 GetColorU32( const ImVec4& col ); // retrieve given color with style alpha applied

	// Parameters stacks (current window)
	IMGUI_API void PushItemWidth( float item_width ); // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
	IMGUI_API void PopItemWidth();
	IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position
	IMGUI_API void PushTextWrapPos( float wrap_pos_x = 0.0f ); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
	IMGUI_API void PopTextWrapPos();
	IMGUI_API void PushAllowKeyboardFocus( bool v ); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
	IMGUI_API void PopAllowKeyboardFocus();
	IMGUI_API void PushButtonRepeat( bool repeat ); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (uses io.KeyRepeatDelay/io.KeyRepeatRate for now). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
	IMGUI_API void PopButtonRepeat();

	// Cursor / Layout
	IMGUI_API void BeginGroup(); // lock horizontal starting position. once closing a group it is seen as a single item (so you can use IsItemHovered() on a group, SameLine() between groups, etc.
	IMGUI_API void EndGroup();
	IMGUI_API void Separator(); // horizontal line
	IMGUI_API void SameLine( float pos_x = 0.0f, float spacing_w = -1.0f ); // call between widgets or groups to layout them horizontally
	IMGUI_API void Spacing(); // add spacing
	IMGUI_API void Dummy( const ImVec2& size ); // add a dummy item of given size
	IMGUI_API void Indent(); // move content position toward the right by style.IndentSpacing pixels
	IMGUI_API void Unindent(); // move content position back to the left (cancel Indent)
	IMGUI_API ImVec2 GetCursorPos(); // cursor position is relative to window position
	IMGUI_API float GetCursorPosX(); // "
	IMGUI_API float GetCursorPosY(); // "
	IMGUI_API void SetCursorPos( const ImVec2& local_pos ); // "
	IMGUI_API void SetCursorPosX( float x ); // "
	IMGUI_API void SetCursorPosY( float y ); // "
	IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position
	IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize]
	IMGUI_API void SetCursorScreenPos( const ImVec2& pos ); // cursor position in absolute screen coordinates [0..io.DisplaySize]
	IMGUI_API void AlignFirstTextHeightToWidgets(); // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
	IMGUI_API float GetTextLineHeight(); // height of font == GetWindowFontSize()
	IMGUI_API float GetTextLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
	IMGUI_API float GetItemsLineHeightWithSpacing(); // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y

	// Columns
	// You can also use SameLine(pos_x) for simplified columning. The columns API is still work-in-progress.
	IMGUI_API void Columns( int count = 1, const char* id = NULL, bool border = true ); // setup number of columns. use an identifier to distinguish multiple column sets. close with Columns(1).
	IMGUI_API void NextColumn(); // next column
	IMGUI_API int GetColumnIndex(); // get current column index
	IMGUI_API float GetColumnOffset( int column_index = -1 ); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
	IMGUI_API void SetColumnOffset( int column_index, float offset_x ); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
	IMGUI_API float GetColumnWidth( int column_index = -1 ); // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
	IMGUI_API int GetColumnsCount(); // number of columns (what was passed to Columns())

	// ID scopes
	// If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
	// You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
	IMGUI_API void PushID( const char* str_id ); // push identifier into the ID stack. IDs are hash of the *entire* stack!
	IMGUI_API void PushID( const char* str_id_begin, const char* str_id_end );
	IMGUI_API void PushID( const void* ptr_id );
	IMGUI_API void PushID( int int_id );
	IMGUI_API void PopID();
	IMGUI_API ImGuiID GetID( const char* str_id ); // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
	IMGUI_API ImGuiID GetID( const char* str_id_begin, const char* str_id_end );
	IMGUI_API ImGuiID GetID( const void* ptr_id );

	// Widgets
	IMGUI_API void Text( const char* fmt, ... ) IM_PRINTFARGS(1);
	IMGUI_API void TextV( const char* fmt, va_list args );
	IMGUI_API void TextColored( const ImVec4& col, const char* fmt, ... ) IM_PRINTFARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
	IMGUI_API void TextColoredV( const ImVec4& col, const char* fmt, va_list args );
	IMGUI_API void TextDisabled( const char* fmt, ... ) IM_PRINTFARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
	IMGUI_API void TextDisabledV( const char* fmt, va_list args );
	IMGUI_API void TextWrapped( const char* fmt, ... ) IM_PRINTFARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
	IMGUI_API void TextWrappedV( const char* fmt, va_list args );
	IMGUI_API void TextUnformatted( const char* text, const char* text_end = NULL ); // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
	IMGUI_API void LabelText( const char* label, const char* fmt, ... ) IM_PRINTFARGS(2); // display text+label aligned the same way as value+label widgets
	IMGUI_API void LabelTextV( const char* label, const char* fmt, va_list args );
	IMGUI_API void Bullet(); // draw a small circle and keep the cursor on the same line. advance you by the same distance as an empty TreeNode() call.
	IMGUI_API void BulletText( const char* fmt, ... ) IM_PRINTFARGS(1);
	IMGUI_API void BulletTextV( const char* fmt, va_list args );
	IMGUI_API bool Button( const char* label, const ImVec2& size = ImVec2( 0, 0 ) );
	IMGUI_API bool SmallButton( const char* label );
	IMGUI_API bool InvisibleButton( const char* str_id, const ImVec2& size );
	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 CollapsingHeader( const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false );
	IMGUI_API bool Checkbox( const char* label, bool* v );
	IMGUI_API bool CheckboxFlags( const char* label, unsigned int* flags, unsigned int flags_value );
	IMGUI_API bool RadioButton( const char* label, bool active );
	IMGUI_API bool RadioButton( const char* label, int* v, int v_button );
	IMGUI_API bool Combo( const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1 );
	IMGUI_API bool Combo( const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1 ); // separate items with \0, end item-list with \0\0
	IMGUI_API bool Combo( const char* label, int* current_item, bool (*items_getter)( void* data, int idx, const char** out_text ), void* data, int items_count, int height_in_items = -1 );
	IMGUI_API bool ColorButton( const ImVec4& col, bool small_height = false, bool outline_border = true );
	IMGUI_API bool ColorEdit3( const char* label, float col[3] );
	IMGUI_API bool ColorEdit4( const char* label, float col[4], bool show_alpha = true );
	IMGUI_API void ColorEditMode( ImGuiColorEditMode mode ); // FIXME-OBSOLETE: This is inconsistent with most of the API and should be obsoleted.
	IMGUI_API void PlotLines( const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2( 0, 0 ), int stride = sizeof(float) );
	IMGUI_API void PlotLines( const char* label, float (*values_getter)( void* data, int idx ), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2( 0, 0 ) );
	IMGUI_API void PlotHistogram( const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2( 0, 0 ), int stride = sizeof(float) );
	IMGUI_API void PlotHistogram( const char* label, float (*values_getter)( void* data, int idx ), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2( 0, 0 ) );
	IMGUI_API void ProgressBar( float fraction, const ImVec2& size_arg = ImVec2( -1, 0 ), const char* overlay = NULL );

	// Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
	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* display_format = "%.3f", float power = 1.0f ); // 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* display_format = "%.3f", float power = 1.0f );
	IMGUI_API bool DragFloat3( const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f );
	IMGUI_API bool DragFloat4( const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f );
	IMGUI_API bool DragFloatRange2( const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f );
	IMGUI_API bool DragInt( const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f" ); // If v_min >= v_max we have no bound
	IMGUI_API bool DragInt2( const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f" );
	IMGUI_API bool DragInt3( const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f" );
	IMGUI_API bool DragInt4( const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f" );
	IMGUI_API bool DragIntRange2( const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f", const char* display_format_max = NULL );

	// Widgets: Input with Keyboard
	IMGUI_API bool InputText( const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL );
	IMGUI_API bool InputTextMultiline( const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2( 0, 0 ), ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL );
	IMGUI_API bool InputFloat( const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0 );
	IMGUI_API bool InputFloat2( const char* label, float v[2], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0 );
	IMGUI_API bool InputFloat3( const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0 );
	IMGUI_API bool InputFloat4( const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0 );
	IMGUI_API bool InputInt( const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0 );
	IMGUI_API bool InputInt2( const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0 );
	IMGUI_API bool InputInt3( const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0 );
	IMGUI_API bool InputInt4( const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0 );

	// Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
	IMGUI_API bool SliderFloat( const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f ); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
	IMGUI_API bool SliderFloat2( const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f );
	IMGUI_API bool SliderFloat3( const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f );
	IMGUI_API bool SliderFloat4( const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f );
	IMGUI_API bool SliderAngle( const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f );
	IMGUI_API bool SliderInt( const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f" );
	IMGUI_API bool SliderInt2( const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f" );
	IMGUI_API bool SliderInt3( const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f" );
	IMGUI_API bool SliderInt4( const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f" );
	IMGUI_API bool VSliderFloat( const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f );
	IMGUI_API bool VSliderInt( const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f" );

	// Widgets: Trees
	IMGUI_API bool TreeNode( const char* str_label_id ); // if returning 'true' the node is open and the user is responsible for calling TreePop().
	IMGUI_API bool TreeNode( const char* str_id, const char* fmt, ... ) IM_PRINTFARGS(2); // read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
	IMGUI_API bool TreeNode( const void* ptr_id, const char* fmt, ... ) IM_PRINTFARGS(2); // "
	IMGUI_API bool TreeNodeV( const char* str_id, const char* fmt, va_list args ); // "
	IMGUI_API bool TreeNodeV( const void* ptr_id, const char* fmt, va_list args ); // "
	IMGUI_API void TreePush( const char* str_id = NULL ); // already called by TreeNode(), but you can call Push/Pop yourself for layouting purpose
	IMGUI_API void TreePush( const void* ptr_id = NULL ); // "
	IMGUI_API void TreePop();
	IMGUI_API void SetNextTreeNodeOpened( bool opened, ImGuiSetCond cond = 0 ); // set next tree node/collapsing header to be opened.

	// Widgets: Selectable / Lists
	IMGUI_API bool Selectable( const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2( 0, 0 ) ); // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
	IMGUI_API bool Selectable( const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2( 0, 0 ) );
	IMGUI_API bool ListBox( const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1 );
	IMGUI_API bool ListBox( const char* label, int* current_item, bool (*items_getter)( void* data, int idx, const char** out_text ), void* data, int items_count, int height_in_items = -1 );
	IMGUI_API bool ListBoxHeader( const char* label, const ImVec2& size = ImVec2( 0, 0 ) ); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
	IMGUI_API bool ListBoxHeader( const char* label, int items_count, int height_in_items = -1 ); // "
	IMGUI_API void ListBoxFooter(); // terminate the scrolling region

	// Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace)
	IMGUI_API void Value( const char* prefix, bool b );
	IMGUI_API void Value( const char* prefix, int v );
	IMGUI_API void Value( const char* prefix, unsigned int v );
	IMGUI_API void Value( const char* prefix, float v, const char* float_format = NULL );
	IMGUI_API void ValueColor( const char* prefix, const ImVec4& v );
	IMGUI_API void ValueColor( const char* prefix, unsigned int v );

	// Tooltips
	IMGUI_API void SetTooltip( const char* fmt, ... ) IM_PRINTFARGS(1); // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
	IMGUI_API void SetTooltipV( const char* fmt, va_list args );
	IMGUI_API void BeginTooltip(); // use to create full-featured tooltip windows that aren't just text
	IMGUI_API void EndTooltip();

	// Menus
	IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!
	IMGUI_API void EndMainMenuBar();
	IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set). only call EndMenuBar() if this returns true!
	IMGUI_API void EndMenuBar();
	IMGUI_API bool BeginMenu( const char* label, bool enabled = true ); // create a sub-menu entry. only call EndMenu() if this returns true!
	IMGUI_API void EndMenu();
	IMGUI_API bool MenuItem( const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true ); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
	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

	// Popups
	IMGUI_API void OpenPopup( const char* str_id ); // mark popup as open. 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).
	IMGUI_API bool BeginPopup( const char* str_id ); // return true if popup if opened and start outputting to it. only call EndPopup() if BeginPopup() returned true!
	IMGUI_API bool BeginPopupModal( const char* name, bool* p_opened = NULL, ImGuiWindowFlags extra_flags = 0 ); // modal dialog (can't close them by clicking outside)
	IMGUI_API bool BeginPopupContextItem( const char* str_id, int mouse_button = 1 ); // helper to open and begin popup when clicked on last item. read comments in .cpp!
	IMGUI_API bool BeginPopupContextWindow( bool also_over_items = true, const char* str_id = NULL, int mouse_button = 1 ); // helper to open and begin popup when clicked on current window.
	IMGUI_API bool BeginPopupContextVoid( const char* str_id = NULL, int mouse_button = 1 ); // helper to open and begin popup when clicked in void (no window).
	IMGUI_API void EndPopup();
	IMGUI_API void CloseCurrentPopup(); // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.

	// Logging: all text output from interface is redirected to tty/file/clipboard. Tree nodes are automatically opened.
	IMGUI_API void LogToTTY( int max_depth = -1 ); // start logging to tty
	IMGUI_API void LogToFile( int max_depth = -1, const char* filename = NULL ); // start logging to file
	IMGUI_API void LogToClipboard( int max_depth = -1 ); // start logging to OS clipboard
	IMGUI_API void LogFinish(); // stop logging (close file, etc.)
	IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard
	IMGUI_API void LogText( const char* fmt, ... ) IM_PRINTFARGS(1); // pass text data straight to log (without being displayed)

	// Utilities
	IMGUI_API bool IsItemHovered(); // was the last item hovered by mouse?
	IMGUI_API bool IsItemHoveredRect(); // was the last item hovered by mouse? even if another item is active or window is blocked by popup while we are hovering this
	IMGUI_API bool IsItemActive(); // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
	IMGUI_API bool IsItemVisible(); // was the last item visible? (aka not out of sight due to clipping/scrolling.)
	IMGUI_API bool IsAnyItemHovered();
	IMGUI_API bool IsAnyItemActive();
	IMGUI_API ImVec2 GetItemRectMin(); // get bounding rect of last item in screen space
	IMGUI_API ImVec2 GetItemRectMax(); // "
	IMGUI_API ImVec2 GetItemRectSize(); // "
	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.
	IMGUI_API bool IsWindowHovered(); // is current window hovered and hoverable (not blocked by a popup) (differentiate child windows from each others)
	IMGUI_API bool IsWindowFocused(); // is current window focused
	IMGUI_API bool IsRootWindowFocused(); // is current root window focused (top parent window in case of child windows)
	IMGUI_API bool IsRootWindowOrAnyChildFocused(); // is current root window or any of its child (including current window) focused
	IMGUI_API bool IsRectVisible( const ImVec2& size ); // test if rectangle of given size starting from cursor pos is visible (not clipped). to perform coarse clipping on user's side (as an optimization)
	IMGUI_API bool IsPosHoveringAnyWindow( const ImVec2& pos ); // is given position hovering any active imgui window
	IMGUI_API float GetTime();
	IMGUI_API int GetFrameCount();
	IMGUI_API const char* GetStyleColName( ImGuiCol idx );
	IMGUI_API ImVec2 CalcItemRectClosestPoint( const ImVec2& pos, bool on_edge = false, float outward = +0.0f ); // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
	IMGUI_API ImVec2 CalcTextSize( const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f );
	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 the ImGuiListClipper higher-level helper if you can.

	IMGUI_API bool BeginChildFrame( ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0 ); // helper to create a child window / scrolling region that looks like a normal widget frame
	IMGUI_API void EndChildFrame();

	IMGUI_API ImVec4 ColorConvertU32ToFloat4( ImU32 in );
	IMGUI_API ImU32 ColorConvertFloat4ToU32( const ImVec4& in );
	IMGUI_API void ColorConvertRGBtoHSV( float r, float g, float b, float& out_h, float& out_s, float& out_v );
	IMGUI_API void ColorConvertHSVtoRGB( float h, float s, float v, float& out_r, float& out_g, float& out_b );

	// Inputs
	IMGUI_API int GetKeyIndex( ImGuiKey key ); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
	IMGUI_API bool IsKeyDown( int key_index ); // key_index into the keys_down[] array, imgui doesn't know the semantic of each entry, uses your own indices!
	IMGUI_API bool IsKeyPressed( int key_index, bool repeat = true ); // uses user's key indices as stored in the keys_down[] array. if repeat=true. uses io.KeyRepeatDelay / KeyRepeatRate
	IMGUI_API bool IsKeyReleased( int key_index ); // "
	IMGUI_API bool IsMouseDown( int button ); // is mouse button held
	IMGUI_API bool IsMouseClicked( int button, bool repeat = false ); // did mouse button clicked (went from !Down to Down)
	IMGUI_API bool IsMouseDoubleClicked( int button ); // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
	IMGUI_API bool IsMouseReleased( int button ); // did mouse button released (went from Down to !Down)
	IMGUI_API bool IsMouseHoveringWindow(); // is mouse hovering current window ("window" in API names always refer to current window). disregarding of any consideration of being blocked by a popup. (unlike IsWindowHovered() this will return true even if the window is blocked because of a popup)
	IMGUI_API bool IsMouseHoveringAnyWindow(); // is mouse hovering any visible window
	IMGUI_API bool IsMouseHoveringRect( const ImVec2& r_min, const ImVec2& r_max, bool clip = true ); // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
	IMGUI_API bool IsMouseDragging( int button = 0, float lock_threshold = -1.0f ); // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
	IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
	IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
	IMGUI_API ImVec2 GetMouseDragDelta( int button = 0, float lock_threshold = -1.0f ); // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
	IMGUI_API void ResetMouseDragDelta( int button = 0 ); //
	IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this 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 type ); // set desired cursor type
	IMGUI_API void CaptureKeyboardFromApp( bool capture = true ); // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.
	IMGUI_API void CaptureMouseFromApp( bool capture = true ); // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).

	// Helpers functions to access functions pointers in ImGui::GetIO()
	IMGUI_API void* MemAlloc( size_t sz );
	IMGUI_API void MemFree( void* ptr );
	IMGUI_API const char* GetClipboardText();
	IMGUI_API void SetClipboardText( const char* text );

	// Internal state/context access - if you want to use multiple ImGui context, or share context between modules (e.g. DLL), or allocate the memory yourself
	IMGUI_API const char* GetVersion();
	IMGUI_API void* GetInternalState();
	IMGUI_API size_t GetInternalStateSize();
	IMGUI_API void SetInternalState( void* state, bool construct = false );

	// Obsolete (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
    static inline ImFont*   GetWindowFont() { return GetFont(); }                              // OBSOLETE 1.48+
    static inline float     GetWindowFontSize() { return GetFontSize(); }                      // OBSOLETE 1.48+
    static inline void      OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); } // OBSOLETE 1.34+
    static inline bool      GetWindowIsFocused() { return ImGui::IsWindowFocused(); }          // OBSOLETE 1.36+
    static inline bool      GetWindowCollapsed() { return ImGui::IsWindowCollapsed(); }        // OBSOLETE 1.39+
    static inline ImVec2    GetItemBoxMin() { return GetItemRectMin(); }                       // OBSOLETE 1.36+
    static inline ImVec2    GetItemBoxMax() { return GetItemRectMax(); }                       // OBSOLETE 1.36+
    static inline bool      IsClipped(const ImVec2& size) { return !IsRectVisible(size); }     // OBSOLETE 1.38+
    static inline bool      IsRectClipped(const ImVec2& size) { return !IsRectVisible(size); } // OBSOLETE 1.39+
    static inline bool      IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); }  // OBSOLETE 1.36+
    static inline void      SetScrollPosHere() { SetScrollHere(); }                            // OBSOLETE 1.42+
#endif
} // namespace ImGui

// Flags for ImGui::Begin()
enum ImGuiWindowFlags_
{
	// Default: 0
	ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar
	ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip
	ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
	ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programatically)
	ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel
	ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
	ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
	ImGuiWindowFlags_ShowBorders = 1 << 7, // Show borders around windows and items
	ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
	ImGuiWindowFlags_NoInputs = 1 << 9, // Disable catching mouse or keyboard inputs
	ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar
	ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
	ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state
	ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programatically giving it focus)
	ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y)
	ImGuiWindowFlags_AlwaysHorizontalScrollbar=1 << 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x)
	ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
	// [Internal]
	ImGuiWindowFlags_ChildWindow = 1 << 20, // Don't use! For internal use by BeginChild()
	ImGuiWindowFlags_ChildWindowAutoFitX = 1 << 21, // Don't use! For internal use by BeginChild()
	ImGuiWindowFlags_ChildWindowAutoFitY = 1 << 22, // Don't use! For internal use by BeginChild()
	ImGuiWindowFlags_ComboBox = 1 << 23, // Don't use! For internal use by ComboBox()
	ImGuiWindowFlags_Tooltip = 1 << 24, // Don't use! For internal use by BeginTooltip()
	ImGuiWindowFlags_Popup = 1 << 25, // Don't use! For internal use by BeginPopup()
	ImGuiWindowFlags_Modal = 1 << 26, // Don't use! For internal use by BeginPopupModal()
	ImGuiWindowFlags_ChildMenu = 1 << 27 // Don't use! For internal use by BeginMenu()
};

// Flags for ImGui::InputText()
enum ImGuiInputTextFlags_
{
	// Default: 0
	ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
	ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
	ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z
	ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs
	ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus
	ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to when the value was modified)
	ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Call user function on pressing TAB (for completion handling)
	ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Call user function on pressing Up/Down arrows (for history handling)
	ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Call user function every time. User code may query cursor position, modify text buffer.
	ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Call user function to filter character. Modify data->EventChar to replace/filter input, or return 1 to discard character.
	ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field
	ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, allow exiting edition by pressing Enter. Ctrl+Enter to add new line (by default adds new lines with Enter).
	ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally
	ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode
	ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode
	ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*'
	// [Internal]
	ImGuiInputTextFlags_Multiline = 1 << 20 // For internal use by InputTextMultiline()
};

// Flags for ImGui::Selectable()
enum ImGuiSelectableFlags_
{
	// Default: 0
	ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
	ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
	ImGuiSelectableFlags_AllowDoubleClick = 1 << 2 // Generate press events on double clicks too
};

// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enum ImGuiKey_
{
	ImGuiKey_Tab, // for tabbing through fields
	ImGuiKey_LeftArrow, // for text edit
	ImGuiKey_RightArrow,// for text edit
	ImGuiKey_UpArrow, // for text edit
	ImGuiKey_DownArrow, // for text edit
	ImGuiKey_PageUp,
	ImGuiKey_PageDown,
	ImGuiKey_Home, // for text edit
	ImGuiKey_End, // for text edit
	ImGuiKey_Delete, // for text edit
	ImGuiKey_Backspace, // for text edit
	ImGuiKey_Enter, // for text edit
	ImGuiKey_Escape, // for text edit
	ImGuiKey_A, // for text edit CTRL+A: select all
	ImGuiKey_C, // for text edit CTRL+C: copy
	ImGuiKey_V, // for text edit CTRL+V: paste
	ImGuiKey_X, // for text edit CTRL+X: cut
	ImGuiKey_Y, // for text edit CTRL+Y: redo
	ImGuiKey_Z, // for text edit CTRL+Z: undo
	ImGuiKey_COUNT
};

// Enumeration for PushStyleColor() / PopStyleColor()
enum ImGuiCol_
{
	ImGuiCol_Text,
	ImGuiCol_TextDisabled,
	ImGuiCol_WindowBg, // Background of normal windows
	ImGuiCol_ChildWindowBg, // Background of child windows
	ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
	ImGuiCol_Border,
	ImGuiCol_BorderShadow,
	ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
	ImGuiCol_FrameBgHovered,
	ImGuiCol_FrameBgActive,
	ImGuiCol_TitleBg,
	ImGuiCol_TitleBgCollapsed,
	ImGuiCol_TitleBgActive,
	ImGuiCol_MenuBarBg,
	ImGuiCol_ScrollbarBg,
	ImGuiCol_ScrollbarGrab,
	ImGuiCol_ScrollbarGrabHovered,
	ImGuiCol_ScrollbarGrabActive,
	ImGuiCol_ComboBg,
	ImGuiCol_CheckMark,
	ImGuiCol_SliderGrab,
	ImGuiCol_SliderGrabActive,
	ImGuiCol_Button,
	ImGuiCol_ButtonHovered,
	ImGuiCol_ButtonActive,
	ImGuiCol_Header,
	ImGuiCol_HeaderHovered,
	ImGuiCol_HeaderActive,
	ImGuiCol_Column,
	ImGuiCol_ColumnHovered,
	ImGuiCol_ColumnActive,
	ImGuiCol_ResizeGrip,
	ImGuiCol_ResizeGripHovered,
	ImGuiCol_ResizeGripActive,
	ImGuiCol_CloseButton,
	ImGuiCol_CloseButtonHovered,
	ImGuiCol_CloseButtonActive,
	ImGuiCol_PlotLines,
	ImGuiCol_PlotLinesHovered,
	ImGuiCol_PlotHistogram,
	ImGuiCol_PlotHistogramHovered,
	ImGuiCol_TextSelectedBg,
	ImGuiCol_ModalWindowDarkening, // darken entire screen when a modal window is active
	ImGuiCol_COUNT
};

// Enumeration for PushStyleVar() / PopStyleVar()
// NB: the enum only refers to fields of ImGuiStyle() which makes sense to be pushed/poped in UI code. Feel free to add others.
enum ImGuiStyleVar_
{
	ImGuiStyleVar_Alpha, // float
	ImGuiStyleVar_WindowPadding, // ImVec2
	ImGuiStyleVar_WindowRounding, // float
	ImGuiStyleVar_WindowMinSize, // ImVec2
	ImGuiStyleVar_ChildWindowRounding, // float
	ImGuiStyleVar_FramePadding, // ImVec2
	ImGuiStyleVar_FrameRounding, // float
	ImGuiStyleVar_ItemSpacing, // ImVec2
	ImGuiStyleVar_ItemInnerSpacing, // ImVec2
	ImGuiStyleVar_IndentSpacing, // float
	ImGuiStyleVar_GrabMinSize // float
};

enum ImGuiAlign_
{
	ImGuiAlign_Left = 1 << 0,
	ImGuiAlign_Center = 1 << 1,
	ImGuiAlign_Right = 1 << 2,
	ImGuiAlign_Top = 1 << 3,
	ImGuiAlign_VCenter = 1 << 4,
	ImGuiAlign_Default = ImGuiAlign_Left | ImGuiAlign_Top
};

// Enumeration for ColorEditMode()
enum ImGuiColorEditMode_
{
	ImGuiColorEditMode_UserSelect = -2,
	ImGuiColorEditMode_UserSelectShowButton = -1,
	ImGuiColorEditMode_RGB = 0,
	ImGuiColorEditMode_HSV = 1,
	ImGuiColorEditMode_HEX = 2
};

// Enumeration for GetMouseCursor()
enum ImGuiMouseCursor_
{
	ImGuiMouseCursor_Arrow = 0,
	ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
	ImGuiMouseCursor_Move, // Unused
	ImGuiMouseCursor_ResizeNS, // Unused
	ImGuiMouseCursor_ResizeEW, // When hovering over a column
	ImGuiMouseCursor_ResizeNESW, // Unused
	ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
	ImGuiMouseCursor_Count_
};

// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// All those functions treat 0 as a shortcut to ImGuiSetCond_Always
enum ImGuiSetCond_
{
	ImGuiSetCond_Always = 1 << 0, // Set the variable
	ImGuiSetCond_Once = 1 << 1, // Only set the variable on the first call per runtime session
	ImGuiSetCond_FirstUseEver = 1 << 2, // Only set the variable if the window doesn't exist in the .ini file
	ImGuiSetCond_Appearing = 1 << 3 // Only set the variable if the window is appearing after being inactive (or the first time)
};

struct ImGuiStyle
{
	float Alpha; // Global alpha applies to everything in ImGui
	ImVec2 WindowPadding; // Padding within a window
	ImVec2 WindowMinSize; // Minimum window size
	float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows
	ImGuiAlign WindowTitleAlign; // Alignment for title bar text
	float ChildWindowRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
	ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets)
	float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
	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 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
	float ColumnsMinSpacing; // Minimum horizontal spacing between two columns
	float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar
	float ScrollbarRounding; // Radius of grab corners for scrollbar
	float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar
	float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
	ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
	ImVec2 DisplaySafeAreaPadding; // 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.
	bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
	bool AntiAliasedShapes; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
	float CurveTessellationTol; // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
	ImVec4 Colors[ImGuiCol_COUNT];

	IMGUI_API ImGuiStyle();
};

// This is where your app communicate with ImGui. Access via ImGui::GetIO().
// Read 'Programmer guide' section in .cpp file for general usage.
struct ImGuiIO
{
	//------------------------------------------------------------------
	// Settings (fill once)                 // Default value:
	//------------------------------------------------------------------

	ImVec2 DisplaySize; // <unset>              // Display size, in pixels. For clamping windows positions.
	float DeltaTime; // = 1.0f/60.0f         // Time elapsed since last frame, in seconds.
	float IniSavingRate; // = 5.0f               // Maximum time between saving positions/sizes to .ini file, in seconds.
	const char* IniFilename; // = "imgui.ini"        // Path to .ini file. NULL to disable .ini saving.
	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
	int KeyMap[ImGuiKey_COUNT]; // <unset>              // Map of indices into the KeysDown[512] entries array
	float KeyRepeatDelay; // = 0.250f             // When holding a key/button, time before it starts repeating, in seconds. (for actions where 'repeat' is active)
	float KeyRepeatRate; // = 0.020f             // When holding a key/button, rate at which it repeats, in seconds.
	void* UserData; // = NULL               // Store your own data for retrieval by callbacks.

	ImFontAtlas* Fonts; // <auto>               // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
	float FontGlobalScale; // = 1.0f               // Global scale all fonts
	bool FontAllowUserScaling; // = false              // Allow user scaling text of individual window with CTRL+Wheel.
	ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f)        // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
	ImVec2 DisplayVisibleMin; // <unset> (0.0f,0.0f)  // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
	ImVec2 DisplayVisibleMax; // <unset> (0.0f,0.0f)  // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize

	// Advanced/subtle behaviors
	bool WordMovementUsesAltKey; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl
	bool ShortcutsUseSuperKey; // = defined(__APPLE__) // OS X style: Shortcuts using Cmd/Super instead of Ctrl
	bool DoubleClickSelectsWord; // = defined(__APPLE__) // OS X style: Double click selects by word instead of selecting whole text
	bool MultiSelectUsesSuperKey; // = defined(__APPLE__) // OS X style: Multi-selection in lists uses Cmd/Super instead of Ctrl [unused yet]

	//------------------------------------------------------------------
	// User Functions
	//------------------------------------------------------------------

	// Rendering function, will be called in Render().
	// Alternatively you can keep this to NULL and call GetDrawData() after Render() to get the same pointer.
	// See example applications if you are unsure of how to implement this.
	void (*RenderDrawListsFn)( ImDrawData* data );

	// Optional: access OS clipboard
	// (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
	const char* (*GetClipboardTextFn)();
	void (*SetClipboardTextFn)( const char* text );

	// Optional: override memory allocations. MemFreeFn() may be called with a NULL pointer.
	// (default to posix malloc/free)
	void* (*MemAllocFn)( size_t sz );
	void (*MemFreeFn)( void* ptr );

	// Optional: notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME in Windows)
	// (default to use native imm32 api on Windows)
	void (*ImeSetInputScreenPosFn)( int x, int y );
	void* ImeWindowHandle; // (Windows) Set this to your HWND to get automatic IME cursor positioning.

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

	ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
	bool MouseDown[5]; // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). 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: 1 unit scrolls about 5 lines text.
	bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
	bool KeyCtrl; // Keyboard modifier pressed: Control
	bool KeyShift; // Keyboard modifier pressed: Shift
	bool KeyAlt; // Keyboard modifier pressed: Alt
	bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
	bool KeysDown[512]; // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
	ImWchar InputCharacters[16 + 1]; // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.

	// Functions
	IMGUI_API void AddInputCharacter( ImWchar c ); // Helper to add a new character into InputCharacters[]
	IMGUI_API void AddInputCharactersUTF8( const char* utf8_chars ); // Helper to add new characters into InputCharacters[] from an UTF-8 string
	IMGUI_API void ClearInputCharacters()
	{
		InputCharacters[ 0 ] = 0;
	} // Helper to clear the text input buffer

	//------------------------------------------------------------------
	// Output - Retrieve after calling NewFrame(), you can use them to discard inputs or hide them from the rest of your application
	//------------------------------------------------------------------

	bool WantCaptureMouse; // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
	bool WantCaptureKeyboard; // Widget is active (= ImGui will use your keyboard input)
	bool WantTextInput; // Some text input widget is active, which will read input characters from the InputCharacters array.
	float Framerate; // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
	int MetricsAllocs; // Number of active memory allocations
	int MetricsRenderVertices; // Vertices output during last call to Render()
	int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
	int MetricsActiveWindows; // Number of visible windows (exclude child windows)

	//------------------------------------------------------------------
	// [Internal] ImGui will maintain those fields for you
	//------------------------------------------------------------------

	ImVec2 MousePosPrev; // Previous mouse position
	ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are negative to allow mouse enabling/disabling.
	bool MouseClicked[5]; // Mouse button went from !Down to Down
	ImVec2 MouseClickedPos[5]; // Position at time of clicking
	float MouseClickedTime[5]; // Time of last click (used to figure out double-click)
	bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
	bool MouseReleased[5]; // Mouse button went from Down to !Down
	bool MouseDownOwned[5]; // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
	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 click point
	float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
	float KeysDownDurationPrev[512]; // Previous duration the key has been down

	IMGUI_API ImGuiIO();
};

//-----------------------------------------------------------------------------
// Helpers
//-----------------------------------------------------------------------------

// Lightweight std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
// Our implementation does NOT call c++ constructors because we don't use them in ImGui. Don't use this class as a straight std::vector replacement in your code!
template< typename T >
class ImVector
{
public:
	int Size;
	int Capacity;
	T* Data;

	typedef T value_type;
	typedef value_type* iterator;
	typedef const value_type* const_iterator;

	ImVector()
	{
		Size = Capacity = 0;
		Data = NULL;
	}

	~ImVector()
	{
		if( Data )
			ImGui::MemFree( Data );
	}

	inline bool empty() const
	{
		return Size == 0;
	}

	inline int size() const
	{
		return Size;
	}

	inline int capacity() const
	{
		return Capacity;
	}

	inline value_type& operator[]( int i )
	{
		IM_ASSERT(i < Size);
		return Data[ i ];
	}

	inline const value_type& operator[]( int i ) const
	{
		IM_ASSERT(i < Size);
		return Data[ i ];
	}

	inline void clear()
	{
		if( Data )
		{
			Size = Capacity = 0;
			ImGui::MemFree( Data );
			Data = NULL;
		}
	}

	inline iterator begin()
	{
		return Data;
	}

	inline const_iterator begin() const
	{
		return Data;
	}

	inline iterator end()
	{
		return Data + Size;
	}

	inline const_iterator end() const
	{
		return Data + Size;
	}

	inline value_type& front()
	{
		IM_ASSERT(Size > 0);
		return Data[ 0 ];
	}

	inline const value_type& front() const
	{
		IM_ASSERT(Size > 0);
		return Data[ 0 ];
	}

	inline value_type& back()
	{
		IM_ASSERT(Size > 0);
		return Data[ Size - 1 ];
	}

	inline const value_type& back() const
	{
		IM_ASSERT(Size > 0);
		return Data[ Size - 1 ];
	}

	inline void swap( ImVector< T >& rhs )
	{
		int rhs_size = rhs.Size;
		rhs.Size = Size;
		Size = rhs_size;
		int rhs_cap = rhs.Capacity;
		rhs.Capacity = Capacity;
		Capacity = rhs_cap;
		value_type* rhs_data = rhs.Data;
		rhs.Data = Data;
		Data = rhs_data;
	}

	inline int _grow_capacity( int new_size )
	{
		int new_capacity = Capacity ? ( Capacity + Capacity / 2 ) : 8;
		return new_capacity > new_size ? new_capacity : new_size;
	}

	inline void resize( int new_size )
	{
		if( new_size > Capacity )
			reserve( _grow_capacity( new_size ) );
		Size = new_size;
	}

	inline void reserve( int new_capacity )
	{
		if( new_capacity <= Capacity )
			return;
		T* new_data = ( value_type* )ImGui::MemAlloc( ( size_t )new_capacity * sizeof(value_type) );
		memcpy( new_data, Data, ( size_t )Size * sizeof(value_type) );
		ImGui::MemFree( Data );
		Data = new_data;
		Capacity = new_capacity;
	}

	inline void push_back( const value_type& v )
	{
		if( Size == Capacity )
			reserve( _grow_capacity( Size + 1 ) );
		Data[ Size++ ] = v;
	}

	inline void pop_back()
	{
		IM_ASSERT(Size > 0);
		Size--;
	}

	inline iterator erase( const_iterator it )
	{
		IM_ASSERT(it >= Data && it < Data+Size);
		const ptrdiff_t off = it - Data;
		memmove( Data + off, Data + off + 1, ( ( size_t )Size - ( size_t )off - 1 ) * sizeof(value_type) );
		Size--;
		return Data + off;
	}

	inline iterator insert( const_iterator it, const value_type& v )
	{
		IM_ASSERT(it >= Data && it <= Data+Size);
		const ptrdiff_t off = it - Data;
		if( Size == Capacity )
			reserve( Capacity ? Capacity * 2 : 4 );
		if( off < ( int )Size )
			memmove( Data + off + 1, Data + off, ( ( size_t )Size - ( size_t )off ) * sizeof(value_type) );
		Data[ off ] = v;
		Size++;
		return Data + off;
	}
};

// Helper: execute a block of code at maximum once a frame
// Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Usage:
//   IMGUI_ONCE_UPON_A_FRAME
//   {
//      // code block will be executed one per frame
//   }
// Attention! the macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
#define IMGUI_ONCE_UPON_A_FRAME    static ImGuiOnceUponAFrame imgui_oaf##__LINE__; if (imgui_oaf##__LINE__)

struct ImGuiOnceUponAFrame
{
	ImGuiOnceUponAFrame()
	{
		RefFrame = -1;
	}

	mutable int RefFrame;

	operator bool() const
	{
		int current_frame = ImGui::GetFrameCount();
		if( RefFrame == current_frame )
			return false;
		RefFrame = current_frame;
		return true;
	}
};

// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter
{
	struct TextRange
	{
		const char* b;
		const char* e;

		TextRange()
		{
			b = e = NULL;
		}

		TextRange( const char* _b, const char* _e )
		{
			b = _b;
			e = _e;
		}

		const char* begin() const
		{
			return b;
		}

		const char* end() const
		{
			return e;
		}

		bool empty() const
		{
			return b == e;
		}

		char front() const
		{
			return *b;
		}

		static bool isblank( char c )
		{
			return c == ' ' || c == '\t';
		}

		void trim_blanks()
		{
			while( b < e && isblank( *b ) )
				b++;
			while( e > b && isblank( *( e - 1 ) ) )
				e--;
		}

		IMGUI_API void split( char separator, ImVector< TextRange >& out );
	};

	char InputBuf[256];
	ImVector< TextRange > Filters;
	int CountGrep;

	ImGuiTextFilter( const char* default_filter = "" );

	~ImGuiTextFilter()
	{}

	void Clear()
	{
		InputBuf[ 0 ] = 0;
		Build();
	}

	bool Draw( const char* label = "Filter (inc,-exc)", float width = 0.0f ); // Helper calling InputText+Build
	bool PassFilter( const char* text, const char* text_end = NULL ) const;

	bool IsActive() const
	{
		return !Filters.empty();
	}

	IMGUI_API void Build();
};

// Helper: Text buffer for logging/accumulating text
struct ImGuiTextBuffer
{
	ImVector< char > Buf;

	ImGuiTextBuffer()
	{
		Buf.push_back( 0 );
	}

	inline char operator[]( int i )
	{
		return Buf.Data[ i ];
	}

	const char* begin() const
	{
		return &Buf.front();
	}

	const char* end() const
	{
		return &Buf.back();
	} // Buf is zero-terminated, so end() will point on the zero-terminator
	int size() const
	{
		return Buf.Size - 1;
	}

	bool empty()
	{
		return Buf.Size <= 1;
	}

	void clear()
	{
		Buf.clear();
		Buf.push_back( 0 );
	}

	const char* c_str() const
	{
		return Buf.Data;
	}

	IMGUI_API void append( const char* fmt, ... ) IM_PRINTFARGS(2);
	IMGUI_API void appendv( const char* fmt, va_list args );
};

// Helper: Key->value storage
// - Store collapse state for a tree (Int 0/1)
// - Store color edit options (Int using values in ImGuiColorEditMode enum).
// - Custom user storage for temporary values.
// Typically you don't have to worry about this since a storage is held within each Window.
// Declare your own storage if:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code.
struct ImGuiStorage
{
	struct Pair
	{
		ImGuiID key;

		union
		{
			int val_i;
			float val_f;
			void* val_p;
		};

		Pair( ImGuiID _key, int _val_i )
		{
			key = _key;
			val_i = _val_i;
		}

		Pair( ImGuiID _key, float _val_f )
		{
			key = _key;
			val_f = _val_f;
		}

		Pair( ImGuiID _key, void* _val_p )
		{
			key = _key;
			val_p = _val_p;
		}
	};

	ImVector< Pair > Data;

	// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
	// - Set***() functions find pair, insertion on demand if missing.
	// - Sorted insertion is costly but should amortize. A typical frame shouldn't need to insert any new pair.
	IMGUI_API void Clear();
	IMGUI_API int GetInt( ImGuiID key, int default_val = 0 ) const;
	IMGUI_API void SetInt( ImGuiID key, int val );
	IMGUI_API float GetFloat( ImGuiID key, float default_val = 0.0f ) const;
	IMGUI_API void SetFloat( ImGuiID key, float val );
	IMGUI_API void* GetVoidPtr( ImGuiID key ) const; // default_val is NULL
	IMGUI_API void SetVoidPtr( ImGuiID key, void* val );

	// - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
	// - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
	// - A typical use case where this is convenient:
	//      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
	// - You can also use this to quickly create temporary editable values during a session of using Edit&Continue, without restarting your application.
	IMGUI_API int* GetIntRef( ImGuiID key, int default_val = 0 );
	IMGUI_API float* GetFloatRef( ImGuiID key, float default_val = 0 );
	IMGUI_API void** GetVoidPtrRef( ImGuiID key, void* default_val = NULL );

	// Use on your own storage if you know only integer are being stored (open/close all tree nodes)
	IMGUI_API void SetAllInt( int val );
};

// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
struct ImGuiTextEditCallbackData
{
	ImGuiInputTextFlags EventFlag; // One of ImGuiInputTextFlags_Callback* // Read-only
	ImGuiInputTextFlags Flags; // What user passed to InputText()      // Read-only
	void* UserData; // What user passed to InputText()      // Read-only
	bool ReadOnly; // Read-only mode                       // Read-only

	// CharFilter event:
	ImWchar EventChar; // Character input                      // Read-write (replace character or set to zero)

	// Completion,History,Always events:
	// If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
	ImGuiKey EventKey; // Key pressed (Up/Down/TAB)            // Read-only
	char* Buf; // Current text buffer                  // Read-write (pointed data only, can't replace the actual pointer)
	int BufTextLen; // Current text length in bytes         // Read-write
	int BufSize; // Maximum text length in bytes         // Read-only
	bool BufDirty; // Set if you modify Buf/BufTextLen!!   // Write
	int CursorPos; //                                      // Read-write
	int SelectionStart; //                                      // Read-write (== to SelectionEnd when no selection)
	int SelectionEnd; //                                      // Read-write

	// NB: Helper functions for text manipulation. Calling those function loses selection.
	void DeleteChars( int pos, int bytes_count );
	void InsertChars( int pos, const char* text, const char* text_end = NULL );

	bool HasSelection() const
	{
		return SelectionStart != SelectionEnd;
	}
};

// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
// Avoid storing ImColor! Store either u32 of ImVec4. This is not a full-featured color class.
// None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats.
struct ImColor
{
	ImVec4 Value;

	ImColor()
	{
		Value.x = Value.y = Value.z = Value.w = 0.0f;
	}

	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 & 0xFF ) * sc;
		Value.y = ( float )( ( rgba >> 8 ) & 0xFF ) * sc;
		Value.z = ( float )( ( rgba >> 16 ) & 0xFF ) * sc;
		Value.w = ( float )( rgba >> 24 ) * sc;
	}

	ImColor( float r, float g, float b, float a = 1.0f )
	{
		Value.x = r;
		Value.y = g;
		Value.z = b;
		Value.w = a;
	}

	ImColor( const ImVec4& col )
	{
		Value = col;
	}

	inline operator ImU32() const
	{
		return ImGui::ColorConvertFloat4ToU32( Value );
	}

	inline operator ImVec4() const
	{
		return Value;
	}

	inline void SetHSV( float h, float s, float v, float a = 1.0f )
	{
		ImGui::ColorConvertHSVtoRGB( h, s, v, Value.x, Value.y, Value.z );
		Value.w = a;
	}

	static ImColor HSV( float h, float s, float v, float a = 1.0f )
	{
		float r, g, b;
		ImGui::ColorConvertHSVtoRGB( h, s, v, r, g, b );
		return ImColor( r, g, b, a );
	}
};

// Helper: Manually clip large list of items.
// If you are displaying thousands of even spaced items and you have a random access to the list, you can perform clipping yourself to save on CPU.
// Usage:
//    ImGuiListClipper clipper(count, ImGui::GetTextLineHeightWithSpacing());
//    for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) // display only visible items
//        ImGui::Text("line number %d", i);
//    clipper.End();
// NB: 'count' is only used to clamp the result, if you don't know your count you can use INT_MAX
struct ImGuiListClipper
{
	float ItemsHeight;
	int ItemsCount, DisplayStart, DisplayEnd;

	ImGuiListClipper()
	{
		ItemsHeight = 0.0f;
		ItemsCount = DisplayStart = DisplayEnd = -1;
	}

	ImGuiListClipper( int count, float height )
	{
		ItemsCount = -1;
		Begin( count, height );
	}

	~ImGuiListClipper()
	{
		IM_ASSERT(ItemsCount == -1);
	} // user forgot to call End()

	void Begin( int count, float height ) // items_height: generally pass GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing()
	{
		IM_ASSERT(ItemsCount == -1);
		ItemsCount = count;
		ItemsHeight = height;
		ImGui::CalcListClipping( ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd ); // calculate how many to clip/display
		ImGui::SetCursorPosY( ImGui::GetCursorPosY() + DisplayStart * ItemsHeight ); // advance cursor
	}

	void End()
	{
		IM_ASSERT(ItemsCount >= 0);
		ImGui::SetCursorPosY( ImGui::GetCursorPosY() + ( ItemsCount - DisplayEnd ) * ItemsHeight ); // advance cursor
		ItemsCount = -1;
	}
};

//-----------------------------------------------------------------------------
// Draw List
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------

// Helpers macros to generate 32-bits encoded colors
#define IM_COL32(R,G,B,A)    (((ImU32)(A)<<24) | ((ImU32)(B)<<16) | ((ImU32)(G)<<8) | ((ImU32)(R)))
#define IM_COL32_WHITE       (0xFFFFFFFF)
#define IM_COL32_BLACK       (0xFF000000)
#define IM_COL32_BLACK_TRANS (0x00000000)    // Transparent black

// Draw callbacks for advanced uses.
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback may be useful for example, if you want to render a complex 3D scene inside a UI element, change your GPU render state, etc.
// The expected behavior from your rendering loop is:
//   if (cmd.UserCallback != NULL)
//       cmd.UserCallback(parent_list, cmd);
//   else
//       RenderTriangles()
typedef void (*ImDrawCallback)( const ImDrawList* parent_list, const ImDrawCmd* cmd );

// Typically, 1 command = 1 gpu draw call (unless command is a callback)
struct ImDrawCmd
{
	unsigned int ElemCount; // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
	ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2)
	ImTextureID TextureId; // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
	ImDrawCallback UserCallback; // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
	void* UserCallbackData; // The draw callback code can access this.

	ImDrawCmd()
	{
		ElemCount = 0;
		ClipRect.x = ClipRect.y = -8192.0f;
		ClipRect.z = ClipRect.w = +8192.0f;
		TextureId = NULL;
		UserCallback = NULL;
		UserCallbackData = NULL;
	}
};

// Vertex index (override with, e.g. '#define ImDrawIdx unsigned int' in ImConfig)
#ifndef ImDrawIdx
typedef unsigned short ImDrawIdx;
#endif

// Vertex layout
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
struct ImDrawVert
{
	ImVec2 pos;
	ImVec2 uv;
	ImU32 col;
};
#else
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described within the macro (you can either declare the struct or use a typedef)
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif

// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
struct ImDrawChannel
{
	ImVector< ImDrawCmd > CmdBuffer;
	ImVector< ImDrawIdx > IdxBuffer;
};

// Draw command list
// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
struct ImDrawList
{
	// This is what you have to render
	ImVector< ImDrawCmd > CmdBuffer; // Commands. Typically 1 command = 1 gpu draw call.
	ImVector< ImDrawIdx > IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those
	ImVector< ImDrawVert > VtxBuffer; // Vertex buffer.

	// [Internal, used while building lists]
	const char* _OwnerName; // Pointer to owner window's name (if any) for debugging
	unsigned int _VtxCurrentIdx; // [Internal] == VtxBuffer.Size
	ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
	ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
	ImVector< ImVec4 > _ClipRectStack; // [Internal]
	ImVector< ImTextureID > _TextureIdStack; // [Internal]
	ImVector< ImVec2 > _Path; // [Internal] current path building
	int _ChannelsCurrent; // [Internal] current channel number (0)
	int _ChannelsCount; // [Internal] number of active channels (1+)
	ImVector< ImDrawChannel > _Channels; // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)

	ImDrawList()
	{
		_OwnerName = NULL;
		Clear();
	}

	~ImDrawList()
	{
		ClearFreeMemory();
	}

	IMGUI_API void PushClipRect( const ImVec4& clip_rect ); // Scissoring. Note that the values are (x1,y1,x2,y2) and NOT (x1,y1,w,h). This is passed down to your render function but not used for CPU-side clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
	IMGUI_API void PushClipRectFullScreen();
	IMGUI_API void PopClipRect();
	IMGUI_API void PushTextureID( const ImTextureID& texture_id );
	IMGUI_API void PopTextureID();

	// Primitives
	IMGUI_API void AddLine( const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f );
	IMGUI_API void AddRect( const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F, float thickness = 1.0f ); // a: upper-left, b: lower-right
	IMGUI_API void AddRectFilled( const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F ); // a: upper-left, b: lower-right
	IMGUI_API void AddRectFilledMultiColor( const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left );
	IMGUI_API void AddTriangle( const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f );
	IMGUI_API void AddTriangleFilled( const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col );
	IMGUI_API void AddCircle( const ImVec2& centre, float radius, ImU32 col, int num_segments = 12, float thickness = 1.0f );
	IMGUI_API void AddCircleFilled( const ImVec2& centre, float radius, ImU32 col, int num_segments = 12 );
	IMGUI_API void AddText( const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL );
	IMGUI_API void AddText( const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL );
	IMGUI_API void AddImage( ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0 = ImVec2( 0, 0 ), const ImVec2& uv1 = ImVec2( 1, 1 ), ImU32 col = 0xFFFFFFFF );
	IMGUI_API void AddPolyline( const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased );
	IMGUI_API void AddConvexPolyFilled( const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased );
	IMGUI_API void AddBezierCurve( const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0 );

	// Stateful path API, add points then finish with PathFill() or PathStroke()
	inline void PathClear()
	{
		_Path.resize( 0 );
	}

	inline void PathLineTo( const ImVec2& pos )
	{
		_Path.push_back( pos );
	}

	inline void PathLineToMergeDuplicate( const ImVec2& pos )
	{
		if( _Path.Size == 0 || memcmp( &_Path[ _Path.Size - 1 ], &pos, 8 ) != 0 )
			_Path.push_back( pos );
	}

	inline void PathFill( ImU32 col )
	{
		AddConvexPolyFilled( _Path.Data, _Path.Size, col, true );
		PathClear();
	}

	inline void PathStroke( ImU32 col, bool closed, float thickness = 1.0f )
	{
		AddPolyline( _Path.Data, _Path.Size, col, closed, thickness, true );
		PathClear();
	}

	IMGUI_API void PathArcTo( const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10 );
	IMGUI_API void PathArcToFast( const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12 ); // Use precomputed angles for a 12 steps circle
	IMGUI_API void PathBezierCurveTo( const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0 );
	IMGUI_API void PathRect( const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners = 0x0F );

	// Channels
	// - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
	// - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
	IMGUI_API void ChannelsSplit( int channels_count );
	IMGUI_API void ChannelsMerge();
	IMGUI_API void ChannelsSetCurrent( int channel_index );

	// Advanced
	IMGUI_API void AddCallback( ImDrawCallback callback, void* callback_data ); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles.
	IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible

	// Internal helpers
	// NB: all primitives needs to be reserved via PrimReserve() beforehand!
	IMGUI_API void Clear();
	IMGUI_API void ClearFreeMemory();
	IMGUI_API void PrimReserve( int idx_count, int vtx_count );
	IMGUI_API void PrimRect( const ImVec2& a, const ImVec2& b, ImU32 col ); // Axis aligned rectangle (composed of two triangles)
	IMGUI_API void PrimRectUV( const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col );
	IMGUI_API void PrimQuadUV( const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col );

	inline void PrimVtx( const ImVec2& pos, const ImVec2& uv, ImU32 col )
	{
		PrimWriteIdx( ( ImDrawIdx )_VtxCurrentIdx );
		PrimWriteVtx( pos, uv, col );
	}

	inline void PrimWriteVtx( const ImVec2& pos, const ImVec2& uv, ImU32 col )
	{
		_VtxWritePtr->pos = pos;
		_VtxWritePtr->uv = uv;
		_VtxWritePtr->col = col;
		_VtxWritePtr++;
		_VtxCurrentIdx++;
	}

	inline void PrimWriteIdx( ImDrawIdx idx )
	{
		*_IdxWritePtr = idx;
		_IdxWritePtr++;
	}

	IMGUI_API void UpdateClipRect();
	IMGUI_API void UpdateTextureID();
};

// All draw data to render an ImGui frame
struct ImDrawData
{
	bool Valid; // Only valid after Render() is called and before the next NewFrame() is called.
	ImDrawList** CmdLists;
	int CmdListsCount;
	int TotalVtxCount; // For convenience, sum of all cmd_lists vtx_buffer.Size
	int TotalIdxCount; // For convenience, sum of all cmd_lists idx_buffer.Size

	// Functions
	ImDrawData()
	{
		Valid = false;
		CmdLists = NULL;
		CmdListsCount = TotalVtxCount = TotalIdxCount = 0;
	}

	IMGUI_API void DeIndexAllBuffers(); // 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!
	IMGUI_API void ScaleClipRects( const ImVec2& sc ); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};

struct ImFontConfig
{
	void* FontData; //          // TTF data
	int FontDataSize; //          // TTF data size
	bool FontDataOwnedByAtlas; // true     // TTF data ownership taken by the container ImFontAtlas (will delete memory itself). Set to true
	int FontNo; // 0        // Index of font within TTF file
	float SizePixels; //          // Size in pixels for rasterizer
	int OversampleH, OversampleV; // 3, 1     // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
	bool PixelSnapH; // false    // Align every character to pixel boundary (if enabled, set OversampleH/V to 1)
	ImVec2 GlyphExtraSpacing; // 0, 0     // Extra spacing (in pixels) between glyphs
	const ImWchar* GlyphRanges; //          // List of Unicode range (2 value per range, values are inclusive, zero-terminated list)
	bool MergeMode; // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
	bool MergeGlyphCenterV; // false    // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline

	// [Internal]
	char Name[32]; // Name (strictly for debugging)
	ImFont* DstFont;

	IMGUI_API ImFontConfig();
};

// Load and rasterize multiple TTF fonts into a same texture.
// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
// We also add custom graphic data into the texture that serves for ImGui.
//  1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
//  2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
//  3. Upload the pixels data into a texture within your graphics system.
//  4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
//  5. Call ClearTexData() to free textures memory on the heap.
struct ImFontAtlas
{
	IMGUI_API ImFontAtlas();
	IMGUI_API ~ImFontAtlas();
	IMGUI_API ImFont* AddFont( const ImFontConfig* font_cfg );
	IMGUI_API ImFont* AddFontDefault( const ImFontConfig* font_cfg = NULL );
	IMGUI_API ImFont* AddFontFromFileTTF( const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL );
	IMGUI_API ImFont* AddFontFromMemoryTTF( void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL ); // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
	IMGUI_API ImFont* AddFontFromMemoryCompressedTTF( const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL ); // 'compressed_ttf_data' still owned by caller. Compress with binary_to_compressed_c.cpp
	IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF( const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL ); // 'compressed_ttf_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
	IMGUI_API void ClearTexData(); // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
	IMGUI_API void ClearInputData(); // Clear the input TTF data (inc sizes, glyph ranges)
	IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
	IMGUI_API void Clear(); // Clear all

	// Retrieve texture data
	// User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
	// After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images)
	// RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.
	// Pitch = Width * BytesPerPixels
	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
	void SetTexID( void* id )
	{
		TexID = id;
	}

	// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
	// (Those functions could be static but aren't so most users don't have to refer to the ImFontAtlas:: name ever if in their code; just using io.Fonts->)
	IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
	IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
	IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
	IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs
	IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters

	// Members
	// (Access texture data via GetTexData*() calls which will setup a default font for you.)
	void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
	unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
	unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
	int TexWidth; // Texture width calculated during Build().
	int TexHeight; // Texture height calculated during Build().
	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.
	ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
	ImVector< ImFont* > Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.

	// Private
	ImVector< ImFontConfig > ConfigData; // Internal data
	IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
	IMGUI_API void RenderCustomTexData( int pass, void* rects );
};

// Font runtime data and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
struct ImFont
{
	// Members: Settings
	float FontSize; // <user set>      // Height of characters, set during loading (don't change after loading)
	float Scale; // = 1.0f          // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
	ImVec2 DisplayOffset; // = (0.0f,1.0f)   // Offset font rendering by xx pixels
	ImWchar FallbackChar; // = '?'           // Replacement glyph if one isn't found. Only set via SetFallbackChar()
	ImFontConfig* ConfigData; //                 // Pointer within ImFontAtlas->ConfigData
	int ConfigDataCount; //

	// Members: Runtime data
	struct Glyph
	{
		ImWchar Codepoint;
		float XAdvance;
		float X0, Y0, X1, Y1;
		float U0, V0, U1, V1; // Texture coordinates
	};

	float Ascent, Descent; // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
	ImFontAtlas* ContainerAtlas; // What we has been loaded into
	ImVector< Glyph > Glyphs;
	const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
	float FallbackXAdvance; //
	ImVector< float > IndexXAdvance; // Sparse. Glyphs->XAdvance directly indexable (more cache-friendly that reading from Glyphs, for CalcTextSize functions which are often bottleneck in large UI)
	ImVector< int > IndexLookup; // Sparse. Index glyphs by Unicode code-point.

	// Methods
	IMGUI_API ImFont();
	IMGUI_API ~ImFont();
	IMGUI_API void Clear();
	IMGUI_API void BuildLookupTable();
	IMGUI_API const Glyph* FindGlyph( unsigned short c ) const;
	IMGUI_API void SetFallbackChar( ImWchar c );

	float GetCharAdvance( unsigned short c ) const
	{
		return ( ( int )c < IndexXAdvance.Size ) ? IndexXAdvance[ ( int )c ] : FallbackXAdvance;
	}

	bool IsLoaded() const
	{
		return ContainerAtlas != NULL;
	}

	// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
	// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
	IMGUI_API ImVec2 CalcTextSizeA( float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL ) const; // utf8
	IMGUI_API const char* CalcWordWrapPositionA( float scale, const char* text, const char* text_end, float wrap_width ) const;
	IMGUI_API void RenderText( float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, bool cpu_fine_clip = false ) const;
};

//---- Include imgui_user.h at the end of imgui.h
//---- So you can include code that extends ImGui using any of the types declared above.
//---- (also convenient for user to only explicitly include vanilla imgui.h)
#ifdef IMGUI_INCLUDE_IMGUI_USER_H
#include "imgui_user.h"
#endif
