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gsimgui

简介

gsimui 简介

gsimgui是对 imgui docker 分支的一个封装。在 gs 通过 ffi 调用相关接口, 使用 glfw 对窗口进行封装。 gsimgui 具有以下优点

  • 使用简单, 在将 imgui 以及 gflw 窗口的初始化 & 资源销毁全部封装 gs object 的声明周期中, 使用者无需关心。
  • 结合 gs 的热更新功能,可以实现所见即所得的功能,有效的提升开发效率。
  • 通过使用 ffi 创建的结构体来表示c++中的指针,可以让其使用方式与 imgui 基本一致,不需要学习成本。同时由于 ffi 创建的结构体是出于 gc 管理下的,所以使用者不需要关心其回收的问题。

IMGUI 简介

IMGUI(Immediate Mode GUI,即时模式图形用户界面) 是一种基于代码直接绘制用户界面的方法。与传统的保留模式(Retained Mode)GUI不同,IMGUI不会维护UI元素的持久状态,而是在每一帧中重新定义和绘制所有UI组件。这种模式在游戏开发、实时工具和调试界面中广泛应用,因其高效和灵活的特性而备受青睐。

核心特点:

  1. 无状态设计:UI元素的状态(如输入焦点、临时数据)由用户代码显式管理,而非由框架内部维护。
  2. 逐帧重建:每一帧都重新生成整个UI,适合动态内容或频繁变化的界面。
  3. 轻量级与快速迭代:代码驱动UI布局,无需复杂的设计工具,适合快速原型开发。
  4. 低内存开销:不长期存储UI元素数据,节省内存资源。

常见应用场景:

  • 游戏调试工具:实时显示变量、调整参数(如Unity的Editor GUI)。
  • 编辑器插件:快速构建工具界面。
  • 原型开发:快速验证交互逻辑。
  • 性能分析工具:动态展示实时数据。

关键注意事项

  1. 状态管理:通过变量控制UI状态(如static bool show_window = true;)。
  2. 性能优化:避免每帧创建大量UI元素,复杂界面可拆分到不同函数。
  3. 输入传递:确保将鼠标/键盘事件传递给IMGUI处理(如使用ImGui_ImplSDL2_ProcessEvent)。
  4. 样式定制:通过ImGui::PushStyleColor()或修改ImGuiStyle结构体调整外观。

与其他库对比

特性IMGUI(如Dear ImGui)保留模式GUI(如Qt)
状态管理用户显式管理框架内部维护
开发速度快速原型需要设计工具
内存占用较高
适用场景实时工具、游戏复杂应用、桌面软件

IMGUI以其简洁性和高效性,成为实时应用开发中的利器,尤其适合需要快速迭代和动态交互的场景。

在 GS 中使用

简单使用样例

加载 pkg.gsimgui.gsimgui.gs, 然后通过 gsimgui.add_update_func 将 imgui 的绘制函数添加进去即可, 一个最简单了例子

import pkg.gsimgui;
void f() {
gsimgui.Text("hello gs imgui");
}

gsimgui.add_update_func((: f :));

gsimgui 的其他使用方式基本与原生的 imgui 无异, 可以参考 sample 里面的相关实现

gsimgui 对 imgui 传入为指针的参数的特殊处理

在 c++ 中,使用 imgui 经常会使用指针来后去值, 但是在 gs 中是没有这个概念的。所以 gsimgui 实现了以下结构体用于实现 c++ 的指针功能

  • ImBool:

    用于 bool*, 在 gs 中使用 gsimgui.new_im_bool(bool val) 进行创建, 使用 flag.value = 1 对其进行赋值, 使用 flag.value 获取值

  • ImInt:

    用于 int*, 在 gs 中使用 gsimgui.new_im_int(int val) 进行创建, 使用 flag.value = 1 对其进行赋值, 使用 flag.value 获取值

  • ImFloat:

    用于 float*, 在 gs 中使用 gsimgui.new_im_float(float val) 进行创建, 使用 flag.value = 1 对其进行赋值, 使用 flag.value 获取值

  • ImVec2:

    用于 float*, 在 gs 中使用 gsimgui.new_im_vec2(float x, float y) 进行创建, 使用 flag.x = 1; flag.y = 2 对其进行赋值, 使用 flag.x, flag.y 获取值

  • ImVec4:

    用于 float*, 在 gs 中使用 gsimgui.new_im_vec4(float x, float y, float z, float w) 进行创建, 使用 flag.x = 1; flag.y = 2 对其进行赋值, 使用 flag.x, flag.y 获取值

  • ImColor3:

    用于 float*, 在 gs 中使用 gsimgui.new_im_color3(float r, float g, float b) 进行创建, 使用 flag.r = 1; flag.g = 2 对其进行赋值, 使用 flag.r, flag.b 获取值

  • ImColor4:

    用于 float*, 在 gs 中使用 gsimgui.new_im_color4(float r, float g, float b, float a) 进行创建, 使用 flag.r = 1; flag.g = 2 对其进行赋值, 使用 flag.r, flag.b 获取值

  • ImString:

    用于 char*, 在 gs 中使用 gsimgui.new_im_string(int size, string v) 进行创建, 使用 flag.set_value(string new_val) 对其进行赋值, 使用 flag.get_value() 获取值

使用样例

注意事项

*由于 gsimgui 是对 imgui 的封装,所以在使用 gsimgui 时,需要注意以下事项:

  • 不要在 imgui 的绘制函数之外, 调用 imgui 的函数, 否则会导致 imgui 报错甚至崩溃, 需要在 gsimgui.add_update_func 中添加的回调中调用 imgui 的函数
  • 由于 imgui 函数过多,目前 gsimgui 只对部分函数进行了封装, 后续会继续添加, 如果有需要,可以联系作者进行添加
  • imgui 很多函数函数需要配对使用,比如 ImGui::BeginImGui::End 是一对, 所以在使用时,需要注意配对使用, 否则会导致 imgui, 并且由于是不断的循环调用,报错会非常的多

组件接口

gsimgui.gs

函数原型函数作用
void add_update_func(function func)添加更新函数, 函数会在 imgui 渲染前调用, imgui 函数只有在里面调用才会生效, 否则会报错
void PushStyleColor(ImGuiCol_ idx, int col)向 imgui 颜色栈中添加颜色
void PushStyleColor4(int idx, float r, float g, float b, float a)向 imgui 颜色栈中添加颜色
void PushStyleVar(ImGuiStyleVar_ idx, mixed val)向 imgui 样式栈中添加样式变量
void PushStyleVar2(int idx, float x, float y)向 imgui 样式栈中添加样式变量, 参数类型为 ImVec2
void PushTextWrapPos(float wrap_local_pos_x)向 imgui 字间距栈中,push 变量
void PopTextWrapPos()从 imgui 字间距栈中 pop 变量
int BeginMenuBar()开始菜单栏
void EndMenuBar()结束菜单栏
int BeginMainMenuBar()开始主菜单栏
void EndMainMenuBar()结束主菜单栏
int BeginMenu(string label, int enabled)开始菜单
void EndMenu()结束菜单
int MenuItem(string label, string shortcut, ImBool p_selected, int enabled)添加菜单选项
void PushID(int int_id)向 imgui id 栈中 push id
void PopID()从 imgui id 栈中 pop id
void Text(string fmt)在当前上下文,添加一个文本
void TextColored(string fmt, int color)在当前上下文,添加一个带颜色文本
int Begin(string name, ImBool show_window, int flags)新建一个窗口
void End()结束窗口
void SameLine(float offset_from_start_x, float spacing)在当前行,继续添加组件
void NewLine()新建一行
void Dummy(float x, float y)创建占位符, 用于排版
void BeginGroup()开始一个组件组, 作为一个标识,没有实际作用
void EndGroup()结束一个组件组
float GetCursorPosX()获取鼠标的 x 坐标
float GetCursorPosY()获取鼠标的 y 坐标
void SetCursorPosX(float local_x)设置鼠标的 x 坐标
void SetCursorPosY(float local_y)设置鼠标的 y 坐标
bool Button(string label, float x, float y)在当前上下文,添加一个按钮
bool SmallButton(string label)在当前上下文,添加一个小按钮
int ArrowButton(string str_id, int dir)在当前上下文,添加一个箭头按钮
bool Checkbox(string label, ImBool v)在当前上下文,添加一个选择框
int RadioButton(string label, ImInt v, int value)在当前上下文,添加一个单选框
void ProgressBar(float fraction, float x, float y, string overlay)在当前上下文,添加一个进度条
int BeginCombo(string label, string preview_value, int flags)在当前上下文,开始一个列表框
void EndCombo()结束一个列表框
int Combo(string label, ImInt current_item, array items, int popup_max_height_in_items)在当前上下文,添加一个列表框
int InputText(string label, ImString buf, int flags)在当前上下文,添加一个输入框
int InputTextMultiline(string label, ImString buf, float x, float y, int flags)在当前上下文,添加一个多行输入框
int InputTextWithHint(string label, string hint, ImString buf, int flags)在当前上下文,添加一个带提示的输入框
int InputFloat(string label, ImFloat val, float step, float step_fast, string format, int flags)在当前上下文,添加一个输入框, 接收一个浮点数
int InputInt(string label, ImInt im_int, int step, int step_fast, int flags)在当前上下文,添加一个输入框, 接收一个整数
int DragFloat(string label, ImFloat v, float v_speed, float v_min, float v_max, string format, int flags)在当前上下文,添加一个输入框, 接收一个浮点数
int DragInt(string label, ImInt val, float v_speed, int v_min, int v_max, string format, int flags)在当前上下文,添加一个输入框, 接收一个整数
int SliderFloat(string label, ImFloat v, float v_min, float v_max, string format, int flags)在当前上下文,添加一个输入框, 接收一个浮点数
int SliderInt(string label, ImInt val, int v_min, int v_max, string format, int flags)在当前上下文,添加一个输入框, 接收一个整数
int TreeNode(string label, int flags)在当前上下文,添加一个树节点(中间节点), 可以嵌套使用, 需要和 TreePop 配对使用
void TreePop()结束一个树节点
bool Selectable(string label, bool is_selected, float x, float y, int flags)在当前上下文,添加一个可选择的列表项, 可以作为 combo 便当项 或者 tree 节点的子节点
int ListBox(string label, ImInt current_item, array arr, int height_in_items)在当前上下文,添加一个列表框
int BeginListBox(string label, ImVec2 vec2)在当前上下文,添加一个列表框
void EndListBox()接收一个列表项, 与 BeginListBox 配对使用
int ColorEdit3(string label, ImColor3 col, int flags)在当前上下文,添加一个颜色选择器, 选择 RGB 颜色
int ColorEdit4(string label, ImColor4 col, int flags)在当前上下文,添加一个颜色选择器, 选择 RGBA 颜色
int ColorPicker3(string label, ImColor3 col, int flags)在当前上下文,添加一个颜色选择器 RGB
int ColorPicker4(string label, ImColor4 col, int flags, mixed ref_col)在当前上下文中, 添加一个颜色选择器 RGBA
int ColorButton(string desc_id, int color, ImGuiColorEditFlags_ flags, float x, float y)在当前上下文,添加一个颜色按钮
int BeginChild(string str_id, float x, float y, int border, int flags)开始子窗口
void EndChild()结束子窗口
void PopStyleVar(int count)从 imgui 样式变量栈中 pop 变量
void PopStyleColor(int count)从 imgui 颜色栈中 pop 颜色
void SetNextWindowPos(float x, float y, int cond, float px, float py)设置下一个窗口的位置
void SetNextWindowSize(float x, float y, ImGuiCond_ cond)设置下一个窗口的大小
void SetNextWindowBgAlpha(float alpha)设置下一个窗口的背景透明度
ImBool new_im_bool(bool val)创建一个 ImBool 结构体, 该结构体在 C 语言中是一个 char*
ImInt new_im_int(int i)创建一个 ImInt 结构体, 该结构体在 C 语言中是一个 int*
ImFloat new_im_float(float f)创建一个 ImFloat 结构体, 该结构体在 C 语言中是一个 float*
ImString new_im_string(int size, string val)创建一个 ImString 结构体, 使用 class_map 实现
ImVec2 new_im_vec2(float x, float y)创建一个 ImVec2 结构体
ImColor3 new_im_color3(float r, float g, float b)创建一个 ImColor3 结构体
ImColor4 new_im_color4(float r, float g, float b, float a)创建一个 ImColor4 结构体
ImVec4 new_im_vec4(float x, float y, float z, float w)创建一个 ImVec4 结构体

枚举

WRAPMODE


GL_REPEAT = 0x2901,
GL_MIRRORED_REPEAT = 0x8370,
GL_CLAMP_TO_EDGE = 0x812F,
GL_CLAMP_TO_BORDER= 0x812D

FILTERMODE



GL_NEAREST = 0x260,
GL_LINEAR = 0x2601

MODE


GL_POINTS = 0x0000,
GL_LINES = 0x0001,
GL_LINE_LOOP = 0x0002,
GL_LINE_STRIP = 0x0003,
GL_TRIANGLES = 0x0004,
GL_TRIANGLE_STRIP = 0x0005,
GL_TRIANGLE_FAN = 0x0006

COLOR

                                // R   G   B
Transparent = 0x00000000,
Black = 0xFF000000, // 0 0 0
Red = 0xFF0000FF, //255 0 0
DarkGreen = 0xFF008000, // 0 128 0
Olive = 0xFF008080, //128 128 0
Orange = 0xFF00A5FF, //255 165 0
Gold = 0xFF00D7FF, //255 248 220
Green = 0xFF00FF00, // 0 255 0
Brown = 0xFF13458B, //139 69 19
Lime = 0xFF32CD32, // 50 205 50
Crimson = 0xFF3C14DC, //220 20 60
Coral = 0xFF507FFF, //255 127 80
SeaGreen = 0xFF578B2E, // 46 139 87
Navy = 0xFF800000, // 0 0 128
Purple = 0xFF800080, //128 0 128
Teal = 0xFF808000, // 0 128 128
Gray = 0xFF808080, //128 128 128
Indigo = 0xFF82004B, // 75 0 130
DarkSlateBlue = 0xFF8B3D48, // 72 61 139
SlateGray = 0xFF908070, //112 128 144
DeepPink = 0xFF9314FF, //255 20 147
PaleGreen = 0xFF98FB98, //152 251 152
DarkGray = 0xFFA9A9A9, //169 169 169
Sand = 0xFFADDEFF, //255 222 173
Wheat = 0xFFB3DEF5, //245 222 179
Blue = 0xFFB4771F, // 31 119 180
Silver = 0xFFC0C0C0, //192 192 192
Pink = 0xFFCBC0FF, //255 192 203
Cobalt = 0xFFCD0000, // 0 0 205
SlateBlue = 0xFFCD5A6A, //106 90 205
Turquoise = 0xFFD0E040, // 64 224 208
LightGray = 0xFFD3D3D3, //211 211 211
MediumPurple = 0xFFDB7093, //147 112 219
Gainsboro = 0xFFDCDCDC, //220 220 220
RoyalBlue = 0xFFE16941, // 65 105 225
CornflowerBlue = 0xFFED9564, //100 149 237
Violet = 0xFFEE82EE, //238 130 238
Ivory = 0xFFF0FFFF, //255 255 240
WhiteSmoke = 0xFFF5F5F5, //245 245 245
LightSkyBlue = 0xFFFACE87, //135 206 250
Lavender = 0xFFFAE6E6, //230 230 250
Magenta = 0xFFFF00FF, //255 0 255
SkyBlue = 0xFFFFBF00, // 0 191 255
Cyan = 0xFFFFFF00, // 0 255 255
White = 0xFFFFFFFF, //255 255 255
TRANSPARENCY = 0xFFFFBF00FF, //255 255 255

MOUSEBTN



GLFW_MOUSE_BUTTON_LEFT =0,
GLFW_MOUSE_BUTTON_RIGHT =1,
GLFW_MOUSE_BUTTON_MIDDLE =2,
GLFW_MOUSE_BUTTON_4 =3,
GLFW_MOUSE_BUTTON_5 =4,
GLFW_MOUSE_BUTTON_6 =5,
GLFW_MOUSE_BUTTON_7 =6,
GLFW_MOUSE_BUTTON_LAST =7

KEYACTION


GLFW_RELEASE = 0,
/*! @brief The key or mouse button was pressed.
*
* The key or mouse button was pressed.
*
* @ingroup input
*/
GLFW_PRESS = 1,
/*! @brief The key was held down until it repeated.
*
* The key was held down until it repeated.
*
* @ingroup input
*/
GLFW_REPEAT = 2

KEY


/* The unknown key */
GLFW_KEY_UNKNOWN = -1,

/* Printable keys */
GLFW_KEY_SPACE = 32,
GLFW_KEY_APOSTROPHE = 39, /* ' */
GLFW_KEY_COMMA = 44, /* , */
GLFW_KEY_MINUS = 45, /* - */
GLFW_KEY_PERIOD = 46, /* . */
GLFW_KEY_SLASH = 47, /* / */
GLFW_KEY_0 = 48,
GLFW_KEY_1 = 49,
GLFW_KEY_2 = 50,
GLFW_KEY_3 = 51,
GLFW_KEY_4 = 52,
GLFW_KEY_5 = 53,
GLFW_KEY_6 = 54,
GLFW_KEY_7 = 55,
GLFW_KEY_8 = 56,
GLFW_KEY_9 = 57,
GLFW_KEY_SEMICOLON = 59, /* ; */
GLFW_KEY_EQUAL = 61, /* = */
GLFW_KEY_A = 65,
GLFW_KEY_B = 66,
GLFW_KEY_C = 67,
GLFW_KEY_D = 68,
GLFW_KEY_E = 69,
GLFW_KEY_F = 70,
GLFW_KEY_G = 71,
GLFW_KEY_H = 72,
GLFW_KEY_I = 73,
GLFW_KEY_J = 74,
GLFW_KEY_K = 75,
GLFW_KEY_L = 76,
GLFW_KEY_M = 77,
GLFW_KEY_N = 78,
GLFW_KEY_O = 79,
GLFW_KEY_P = 80,
GLFW_KEY_Q = 81,
GLFW_KEY_R = 82,
GLFW_KEY_S = 83,
GLFW_KEY_T = 84,
GLFW_KEY_U = 85,
GLFW_KEY_V = 86,
GLFW_KEY_W = 87,
GLFW_KEY_X = 88,
GLFW_KEY_Y = 89,
GLFW_KEY_Z = 90,
GLFW_KEY_LEFT_BRACKET = 91, /* [ */
GLFW_KEY_BACKSLASH = 92, /* \ */
GLFW_KEY_RIGHT_BRACKET = 93, /* ] */
GLFW_KEY_GRAVE_ACCENT = 96, /* ` */
GLFW_KEY_WORLD_1 = 161, /* non-US #1 */
GLFW_KEY_WORLD_2 = 162, /* non-US #2 */

/* Function keys */
GLFW_KEY_ESCAPE = 256,
GLFW_KEY_ENTER = 257,
GLFW_KEY_TAB = 258,
GLFW_KEY_BACKSPACE = 259,
GLFW_KEY_INSERT = 260,
GLFW_KEY_DELETE = 261,
GLFW_KEY_RIGHT = 262,
GLFW_KEY_LEFT = 263,
GLFW_KEY_DOWN = 264,
GLFW_KEY_UP = 265,
GLFW_KEY_PAGE_UP = 266,
GLFW_KEY_PAGE_DOWN = 267,
GLFW_KEY_HOME = 268,
GLFW_KEY_END = 269,
GLFW_KEY_CAPS_LOCK = 280,
GLFW_KEY_SCROLL_LOCK = 281,
GLFW_KEY_NUM_LOCK = 282,
GLFW_KEY_PRINT_SCREEN = 283,
GLFW_KEY_PAUSE = 284,
GLFW_KEY_F1 = 290,
GLFW_KEY_F2 = 291,
GLFW_KEY_F3 = 292,
GLFW_KEY_F4 = 293,
GLFW_KEY_F5 = 294,
GLFW_KEY_F6 = 295,
GLFW_KEY_F7 = 296,
GLFW_KEY_F8 = 297,
GLFW_KEY_F9 = 298,
GLFW_KEY_F10 = 299,
GLFW_KEY_F11 = 300,
GLFW_KEY_F12 = 301,
GLFW_KEY_F13 = 302,
GLFW_KEY_F14 = 303,
GLFW_KEY_F15 = 304,
GLFW_KEY_F16 = 305,
GLFW_KEY_F17 = 306,
GLFW_KEY_F18 = 307,
GLFW_KEY_F19 = 308,
GLFW_KEY_F20 = 309,
GLFW_KEY_F21 = 310,
GLFW_KEY_F22 = 311,
GLFW_KEY_F23 = 312,
GLFW_KEY_F24 = 313,
GLFW_KEY_F25 = 314,
GLFW_KEY_KP_0 = 320,
GLFW_KEY_KP_1 = 321,
GLFW_KEY_KP_2 = 322,
GLFW_KEY_KP_3 = 323,
GLFW_KEY_KP_4 = 324,
GLFW_KEY_KP_5 = 325,
GLFW_KEY_KP_6 = 326,
GLFW_KEY_KP_7 = 327,
GLFW_KEY_KP_8 = 328,
GLFW_KEY_KP_9 = 329,
GLFW_KEY_KP_DECIMAL = 330,
GLFW_KEY_KP_DIVIDE = 331,
GLFW_KEY_KP_MULTIPLY = 332,
GLFW_KEY_KP_SUBTRACT = 333,
GLFW_KEY_KP_ADD = 334,
GLFW_KEY_KP_ENTER = 335,
GLFW_KEY_KP_EQUAL = 336,
GLFW_KEY_LEFT_SHIFT = 340,
GLFW_KEY_LEFT_CONTROL = 341,
GLFW_KEY_LEFT_ALT = 342,
GLFW_KEY_LEFT_SUPER = 343,
GLFW_KEY_RIGHT_SHIFT = 344,
GLFW_KEY_RIGHT_CONTROL = 345,
GLFW_KEY_RIGHT_ALT = 346,
GLFW_KEY_RIGHT_SUPER = 347,
GLFW_KEY_MENU = 348,
GLFW_KEY_LAST = GLFW_KEY_MENU,

KEYMODS


/*! @

ImGuiWindowFlags_


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

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

// Obsolete names
ImGuiWindowFlags_NavFlattened = 1 << 29, // Obsoleted in 1.90.9: Use ImGuiChildFlags_NavFlattened in BeginChild() call.
ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90.0: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call.

ImGuiInputTextFlags_


// Basic filters (also see ImGuiInputTextFlags_CallbackCharFilter)
ImGuiInputTextFlags_None = 0,
ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/
ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef
ImGuiInputTextFlags_CharsScientific = 1 << 2, // Allow 0123456789.+-*/eE (Scientific notation input)
ImGuiInputTextFlags_CharsUppercase = 1 << 3, // Turn a..z into A..Z
ImGuiInputTextFlags_CharsNoBlank = 1 << 4, // Filter out spaces, tabs

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

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

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

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

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

ImGuiTreeNodeFlags_


ImGuiTreeNodeFlags_None = 0,
ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected
ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader)
ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one
ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack
ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes)
ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open
ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node
ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open.
ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes).
ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow
ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding().
ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default.
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog

ImGuiPopupFlags_


ImGuiPopupFlags_None = 0,
ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left)
ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right)
ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle)
ImGuiPopupFlags_MouseButtonMask_ = 0x1F,
ImGuiPopupFlags_MouseButtonDefault_ = 1,
ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack
ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel

ImGuiSelectableFlags_


ImGuiSelectableFlags_None = 0,
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one

ImGuiComboFlags_


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

ImGuiTabBarFlags_


ImGuiTabBarFlags_None = 0,
ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list
ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear
ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup
ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll)
ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown

ImGuiTabItemFlags_


ImGuiTabItemFlags_None = 0,
ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker.
ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem()
ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false.
ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem()
ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)

ImGuiTableFlags_


// Features
ImGuiTableFlags_None = 0,
ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns.
ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers)
ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu.
ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate.
ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file.
ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow().
// Decorations
ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually)
ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows.
ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom.
ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns.
ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides.
ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders.
ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders.
ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders.
ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders.
ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders.
ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style
ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style
// Sizing Policy (read above for defaults)
ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths.
ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overriden by TableSetupColumn().
// Sizing Extra Options
ImGuiTableFlags_NoHostExtendY = 1 << 16, // Disable extending table past the limit set by outer_size.y. Only meaningful when neither ScrollX nor ScrollY are set (data below the limit will be clipped and not visible)
ImGuiTableFlags_NoKeepColumnsVisible = 1 << 17, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable.
ImGuiTableFlags_PreciseWidths = 1 << 18, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth.
// Clipping
ImGuiTableFlags_NoClip = 1 << 19, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze().
// Padding
ImGuiTableFlags_PadOuterX = 1 << 20, // Default if BordersOuterV is on. Enable outer-most padding.
ImGuiTableFlags_NoPadOuterX = 1 << 21, // Default if BordersOuterV is off. Disable outer-most padding.
ImGuiTableFlags_NoPadInnerX = 1 << 22, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
// Scrolling
ImGuiTableFlags_ScrollX = 1 << 23, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
ImGuiTableFlags_ScrollY = 1 << 24, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
// Sorting
ImGuiTableFlags_SortMulti = 1 << 25, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
ImGuiTableFlags_SortTristate = 1 << 26, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).

// [Internal] Combinations and masks
ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame

// Obsolete names (will be removed soon)

ImGuiTableColumnFlags_


// Input configuration flags
ImGuiTableColumnFlags_None = 0,
ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column.
ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column.
ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp).
ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable).
ImGuiTableColumnFlags_WidthAuto = 1 << 4, // Column will not stretch and keep resizing based on submitted contents (default if table sizing policy is _SizingFixedFit and table is not resizable, or policy is _SizingFixedSame). Generally compatible with using right-most fitting widgets (e.g. SetNextItemWidth(-FLT_MIN))
ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing.
ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column.
ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column.
ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command).
ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table).
ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction.
ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction.
ImGuiTableColumnFlags_NoHeaderWidth = 1 << 12, // Disable header text width contribution to automatic column width.
ImGuiTableColumnFlags_PreferSortAscending = 1 << 13, // Make the initial sort direction Ascending when first sorting on this column (default).
ImGuiTableColumnFlags_PreferSortDescending = 1 << 14, // Make the initial sort direction Descending when first sorting on this column.
ImGuiTableColumnFlags_IndentEnable = 1 << 15, // Use current Indent value when entering cell (default for column 0).
ImGuiTableColumnFlags_IndentDisable = 1 << 16, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored.

// Output status flags, read-only via TableGetColumnFlags()
ImGuiTableColumnFlags_IsEnabled = 1 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags.
ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling.
ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs
ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse

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

ImGuiTableRowFlags_


ImGuiTableRowFlags_None = 0,
ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width)

ImGuiTableBgTarget_


ImGuiTableBgTarget_None = 0,
ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color)

ImGuiFocusedFlags_


ImGuiFocusedFlags_None = 0,
ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows

ImGuiHoveredFlags_


ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them.
ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows

ImGuiDragDropFlags_


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

ImGuiDataType_


ImGuiDataType_S8, // signed char / char (with sensible compilers)
ImGuiDataType_U8, // unsigned char
ImGuiDataType_S16, // short
ImGuiDataType_U16, // unsigned short
ImGuiDataType_S32, // int
ImGuiDataType_U32, // unsigned int
ImGuiDataType_S64, // long long / __int64
ImGuiDataType_U64, // unsigned long long / unsigned __int64
ImGuiDataType_Float, // float
ImGuiDataType_Double, // double
ImGuiDataType_COUNT

ImGuiDir_


ImGuiDir_None = -1,
ImGuiDir_Left = 0,
ImGuiDir_Right = 1,
ImGuiDir_Up = 2,
ImGuiDir_Down = 3,
ImGuiDir_COUNT

ImGuiSortDirection_


ImGuiSortDirection_None = 0,
ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc.
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.

ImGuiKey_


ImGuiKey_Tab,
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
ImGuiKey_UpArrow,
ImGuiKey_DownArrow,
ImGuiKey_PageUp,
ImGuiKey_PageDown,
ImGuiKey_Home,
ImGuiKey_End,
ImGuiKey_Insert,
ImGuiKey_Delete,
ImGuiKey_Backspace,
ImGuiKey_Space,
ImGuiKey_Enter,
ImGuiKey_Escape,
ImGuiKey_KeyPadEnter,
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

ImGuiKeyModFlags_


ImGuiKeyModFlags_None = 0,
ImGuiKeyModFlags_Ctrl = 1 << 0,
ImGuiKeyModFlags_Shift = 1 << 1,
ImGuiKeyModFlags_Alt = 1 << 2,
ImGuiKeyModFlags_Super = 1 << 3

ImGuiNavInput_


// Gamepad Mapping
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
ImGuiNavInput_DpadRight, //
ImGuiNavInput_DpadUp, //
ImGuiNavInput_DpadDown, //
ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
ImGuiNavInput_LStickRight, //
ImGuiNavInput_LStickUp, //
ImGuiNavInput_LStickDown, //
ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)

// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
ImGuiNavInput_KeyRight_, // move right
ImGuiNavInput_KeyUp_, // move up
ImGuiNavInput_KeyDown_, // move down
ImGuiNavInput_COUNT,
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_

ImGuiConfigFlags_


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

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

// [BETA] Viewports
// When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable.
ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends)
ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application.
ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress.

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

ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavMoveSetMousePos
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // [moved/renamed in 1.91.4] -> use bool io.ConfigNavCaptureKeyboard

ImGuiBackendFlags_


ImGuiBackendFlags_None = 0,
ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.

ImGuiCol_


ImGuiCol_Text,
ImGuiCol_TextDisabled,
ImGuiCol_WindowBg, // Background of normal windows
ImGuiCol_ChildBg, // Background of child windows
ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows
ImGuiCol_Border,
ImGuiCol_BorderShadow,
ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input
ImGuiCol_FrameBgHovered,
ImGuiCol_FrameBgActive,
ImGuiCol_TitleBg,
ImGuiCol_TitleBgActive,
ImGuiCol_TitleBgCollapsed,
ImGuiCol_MenuBarBg,
ImGuiCol_ScrollbarBg,
ImGuiCol_ScrollbarGrab,
ImGuiCol_ScrollbarGrabHovered,
ImGuiCol_ScrollbarGrabActive,
ImGuiCol_CheckMark,
ImGuiCol_SliderGrab,
ImGuiCol_SliderGrabActive,
ImGuiCol_Button,
ImGuiCol_ButtonHovered,
ImGuiCol_ButtonActive,
ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem
ImGuiCol_HeaderHovered,
ImGuiCol_HeaderActive,
ImGuiCol_Separator,
ImGuiCol_SeparatorHovered,
ImGuiCol_SeparatorActive,
ImGuiCol_ResizeGrip,
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
ImGuiCol_Tab,
ImGuiCol_TabHovered,
ImGuiCol_TabActive,
ImGuiCol_TabUnfocused,
ImGuiCol_TabUnfocusedActive,
ImGuiCol_PlotLines,
ImGuiCol_PlotLinesHovered,
ImGuiCol_PlotHistogram,
ImGuiCol_PlotHistogramHovered,
ImGuiCol_TableHeaderBg, // Table header background
ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here)
ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here)
ImGuiCol_TableRowBg, // Table row background (even rows)
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget,
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active
ImGuiCol_COUNT

ImGuiStyleVar_


// Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions)
ImGuiStyleVar_Alpha, // float Alpha
ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha
ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding
ImGuiStyleVar_WindowRounding, // float WindowRounding
ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize
ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize
ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign
ImGuiStyleVar_ChildRounding, // float ChildRounding
ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize
ImGuiStyleVar_PopupRounding, // float PopupRounding
ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize
ImGuiStyleVar_FramePadding, // ImVec2 FramePadding
ImGuiStyleVar_FrameRounding, // float FrameRounding
ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize
ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing
ImGuiStyleVar_IndentSpacing, // float IndentSpacing
ImGuiStyleVar_CellPadding, // ImVec2 CellPadding
ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize
ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding
ImGuiStyleVar_GrabMinSize, // float GrabMinSize
ImGuiStyleVar_GrabRounding, // float GrabRounding
ImGuiStyleVar_ImageBorderSize, // float ImageBorderSize
ImGuiStyleVar_TabRounding, // float TabRounding
ImGuiStyleVar_TabBorderSize, // float TabBorderSize
ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize
ImGuiStyleVar_TabBarOverlineSize, // float TabBarOverlineSize
ImGuiStyleVar_TableAngledHeadersAngle, // float TableAngledHeadersAngle
ImGuiStyleVar_TableAngledHeadersTextAlign,// ImVec2 TableAngledHeadersTextAlign
ImGuiStyleVar_TreeLinesSize, // float TreeLinesSize
ImGuiStyleVar_TreeLinesRounding, // float TreeLinesRounding
ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign
ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign
ImGuiStyleVar_SeparatorTextBorderSize, // float SeparatorTextBorderSize
ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign
ImGuiStyleVar_SeparatorTextPadding, // ImVec2 SeparatorTextPadding
ImGuiStyleVar_COUNT

ImGuiButtonFlags_


ImGuiButtonFlags_None = 0,
ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default)
ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button
ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button

// [Internal]
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft

ImGuiColorEditFlags_


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

// User Options (right-click on widget to change some of them).
ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker.
ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque.
ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque.
ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well).
ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex.
ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // "
ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // "
ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255.
ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers.
ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value.
ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value.
ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format.
ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format.

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

// [Internal] Masks
ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex,
ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float,
ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar,
ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV

ImGuiSliderFlags_


ImGuiSliderFlags_None = 0,
ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds.
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.



ImGuiMouseButton_


ImGuiMouseButton_Left = 0,
ImGuiMouseButton_Right = 1,
ImGuiMouseButton_Middle = 2,
ImGuiMouseButton_COUNT = 5

ImGuiMouseCursor_


ImGuiMouseCursor_None = -1,
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks)
ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle.
ImGuiMouseCursor_COUNT

ImGuiCond_


ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)

ImGuiItemFlags_


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