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authorgdisirio <gdisirio@35acf78f-673a-0410-8e92-d51de3d6d3f4>2012-06-09 09:08:05 +0000
committergdisirio <gdisirio@35acf78f-673a-0410-8e92-d51de3d6d3f4>2012-06-09 09:08:05 +0000
commit4d4f92d00e5aeef8c93082bb3f477b8d4c0bbc2c (patch)
tree922c4ede9f230ebb16460ebe7b934f89c24db608 /testhal/STM32L1xx/ADC/halconf.h
parent731eca323468f470bc44c47b9e885e2b1e8ab684 (diff)
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// dear imgui, v1.66 WIP
// (headers)

// See imgui.cpp file for documentation.
// Call and read ImGui::ShowDemoWindow() 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

// Configuration file (edit imconfig.h or define IMGUI_USER_CONFIG to set your own filename)
#ifdef IMGUI_USER_CONFIG
#include IMGUI_USER_CONFIG
#endif
#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
#include "imconfig.h"
#endif

#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

// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY00 then bounced up to XYY01 when release tagging happens)
#define IMGUI_VERSION               "1.66 WIP"
#define IMGUI_VERSION_NUM           16600
#define IMGUI_CHECKVERSION()        ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert))

// Define attributes of all API symbols declarations (e.g. for DLL under Windows)
// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h)
#ifndef IMGUI_API
#define IMGUI_API
#endif
#ifndef IMGUI_IMPL_API
#define IMGUI_IMPL_API              IMGUI_API
#endif

// Helpers
#ifndef IM_ASSERT
#include <assert.h>
#define IM_ASSERT(_EXPR)            assert(_EXPR)                               // You can override the default assert handler by editing imconfig.h
#endif
#if defined(__clang__) || defined(__GNUC__)
#define IM_FMTARGS(FMT)             __attribute__((format(printf, FMT, FMT+1))) // Apply printf-style warnings to user functions.
#define IM_FMTLIST(FMT)             __attribute__((format(printf, FMT, 0)))
#else
#define IM_FMTARGS(FMT)
#define IM_FMTLIST(FMT)
#endif
#define IM_ARRAYSIZE(_ARR)          ((int)(sizeof(_ARR)/sizeof(*_ARR)))         // Size of a static C-style array. Don't use on pointers!
#define IM_OFFSETOF(_TYPE,_MEMBER)  ((size_t)&(((_TYPE*)0)->_MEMBER))           // Offset of _MEMBER within _TYPE. Standardized as offsetof() in modern C++.

#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wold-style-cast"
#elif defined(__GNUC__) && __GNUC__ >= 8
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wclass-memaccess"
#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, conceptually you may see this as a dynamic "mesh" builder)
struct ImDrawListSharedData;        // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself)
struct 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/OTF 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 (*obsolete* please avoid using)
#ifndef ImTextureID
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)
#endif
struct ImGuiContext;                // ImGui context (opaque)
struct ImGuiIO;                     // Main configuration and I/O between your application and ImGui
struct ImGuiInputTextCallbackData;  // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
struct ImGuiListClipper;            // Helper to manually clip large list of items
struct ImGuiOnceUponAFrame;         // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
struct ImGuiPayload;                // User data payload for drag and drop operations
struct ImGuiSizeCallbackData;       // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage;                // Helper for key->value storage
struct ImGuiStyle;                  // Runtime data for styling/colors
struct ImGuiTextFilter;             // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]")
struct ImGuiTextBuffer;             // Helper to hold and append into a text buffer (~string builder)

// Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file)
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
typedef unsigned int ImGuiID;       // Unique ID used by widgets (typically hashed from a stack of string)
typedef unsigned short ImWchar;     // Character for keyboard input/display
typedef int ImGuiCol;               // -> enum ImGuiCol_             // Enum: A color identifier for styling
typedef int ImGuiCond;              // -> enum ImGuiCond_            // Enum: A condition for Set*()
typedef int ImGuiDataType;          // -> enum ImGuiDataType_        // Enum: A primary data type
typedef int ImGuiDir;               // -> enum ImGuiDir_             // Enum: A cardinal direction
typedef int ImGuiKey;               // -> enum ImGuiKey_             // Enum: A key identifier (ImGui-side enum)
typedef int ImGuiNavInput;          // -> enum ImGuiNavInput_        // Enum: An input identifier for navigation
typedef int ImGuiMouseCursor;       // -> enum ImGuiMouseCursor_     // Enum: A mouse cursor identifier
typedef int ImGuiStyleVar;          // -> enum ImGuiStyleVar_        // Enum: A variable identifier for styling
typedef int ImDrawCornerFlags;      // -> enum ImDrawCornerFlags_    // Flags: for ImDrawList::AddRect*() etc.
typedef int ImDrawListFlags;        // -> enum ImDrawListFlags_      // Flags: for ImDrawList
typedef int ImFontAtlasFlags;       // -> enum ImFontAtlasFlags_     // Flags: for ImFontAtlas
typedef int ImGuiBackendFlags;      // -> enum ImGuiBackendFlags_    // Flags: for io.BackendFlags
typedef int ImGuiColorEditFlags;    // -> enum ImGuiColorEditFlags_  // Flags: for ColorEdit*(), ColorPicker*()
typedef int ImGuiColumnsFlags;      // -> enum ImGuiColumnsFlags_    // Flags: for Columns(), BeginColumns()
typedef int ImGuiConfigFlags;       // -> enum ImGuiConfigFlags_     // Flags: for io.ConfigFlags
typedef int ImGuiComboFlags;        // -> enum ImGuiComboFlags_      // Flags: for BeginCombo()
typedef int ImGuiDragDropFlags;     // -> enum ImGuiDragDropFlags_   // Flags: for *DragDrop*()
typedef int ImGuiFocusedFlags;      // -> enum ImGuiFocusedFlags_    // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags;      // -> enum ImGuiHoveredFlags_    // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputTextFlags;    // -> enum ImGuiInputTextFlags_  // Flags: for InputText*()
typedef int ImGuiSelectableFlags;   // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiTreeNodeFlags;     // -> enum ImGuiTreeNodeFlags_   // Flags: for TreeNode*(),CollapsingHeader()
typedef int ImGuiWindowFlags;       // -> enum ImGuiWindowFlags_     // Flags: for Begin*()
typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data);
typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data);

// Scalar data types
typedef signed int          ImS32;  // 32-bit signed integer == int
typedef unsigned int        ImU32;  // 32-bit unsigned integer (often used to store packed colors)
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed   __int64    ImS64;  // 64-bit signed integer (pre and post C++11 with Visual Studio)
typedef unsigned __int64    ImU64;  // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t             ImS64;  // 64-bit signed integer (pre C++11)
typedef uint64_t            ImU64;  // 64-bit unsigned integer (pre C++11)
#else
typedef signed   long long  ImS64;  // 64-bit signed integer (post C++11)
typedef unsigned long long  ImU64;  // 64-bit unsigned integer (post C++11)
#endif

// 2D vector (often used to store positions, sizes, etc.)
struct ImVec2
{
    float     x, y;
    ImVec2()  { x = y = 0.0f; }
    ImVec2(float _x, float _y) { x = _x; y = _y; }
    float operator[] (size_t i) const { IM_ASSERT(i <= 1); return (&x)[i]; }    // We very rarely use this [] operator, the assert overhead is fine.
#ifdef IM_VEC2_CLASS_EXTRA
    IM_VEC2_CLASS_EXTRA     // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2.
#endif
};

// 4D vector (often used to store floating-point colors)
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
    IM_VEC4_CLASS_EXTRA     // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
#endif
};

// Dear ImGui end-user API
// (In a namespace so you can add extra functions in your own separate file. Please don't modify imgui.cpp/.h!)
namespace ImGui
{
    // Context creation and access
    // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts.
    // All those functions are not reliant on the current context.
    IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL);
    IMGUI_API void          DestroyContext(ImGuiContext* ctx = NULL);   // NULL = destroy current context
    IMGUI_API ImGuiContext* GetCurrentContext();
    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);
    IMGUI_API bool          DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert);

    // Main
    IMGUI_API ImGuiIO&      GetIO();                                    // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags)
    IMGUI_API ImGuiStyle&   GetStyle();                                 // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame.
    IMGUI_API void          NewFrame();                                 // start a new ImGui frame, you can submit any command from this point until Render()/EndFrame().
    IMGUI_API void          EndFrame();                                 // ends the ImGui frame. automatically called by Render(), you likely don't need to call that yourself directly. If you don't need to render data (skipping rendering) you may call EndFrame() but you'll have wasted CPU already! If you don't need to render, better to not create any imgui windows and not call NewFrame() at all!
    IMGUI_API void          Render();                                   // ends the ImGui frame, finalize the draw data. (Obsolete: optionally call io.RenderDrawListsFn if set. Nowadays, prefer calling your render function yourself.)
    IMGUI_API ImDrawData*   GetDrawData();                              // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.)

    // Demo, Debug, Information
    IMGUI_API void          ShowDemoWindow(bool* p_open = NULL);        // create demo/test window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create metrics window. display ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc.
    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
    IMGUI_API bool          ShowStyleSelector(const char* label);       // add style selector block (not a window), essentially a combo listing the default styles.
    IMGUI_API void          ShowFontSelector(const char* label);        // add font selector block (not a window), essentially a combo listing the loaded fonts.
    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
    IMGUI_API const char*   GetVersion();                               // get the compiled version string e.g. "1.23"

    // Styles
    IMGUI_API void          StyleColorsDark(ImGuiStyle* dst = NULL);    // new, recommended style (default)
    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style
    IMGUI_API void          StyleColorsLight(ImGuiStyle* dst = NULL);   // best used with borders and a custom, thicker font

    // Windows
    // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack.
    // - You may append multiple times to the same window during the same frame.
    // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, which clicking will set the boolean to false when clicked.
    // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
    //   Always call a matching End() for each Begin() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);
    IMGUI_API void          End();

    // Child Windows
    // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child.
    // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400).
    // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window.
    //   Always call a matching EndChild() for each BeginChild() call, regardless of its return value [this is due to legacy reason and is inconsistent with most other functions such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function returned true.]
    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags flags = 0);
    IMGUI_API void          EndChild();

    // Windows Utilities
    IMGUI_API bool          IsWindowAppearing();
    IMGUI_API bool          IsWindowCollapsed();
    IMGUI_API bool          IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
    IMGUI_API ImDrawList*   GetWindowDrawList();                        // get draw list associated to the window, to append your own drawing primitives
    IMGUI_API ImVec2        GetWindowPos();                             // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
    IMGUI_API ImVec2        GetWindowSize();                            // get current window size
    IMGUI_API float         GetWindowWidth();                           // get current window width (shortcut for GetWindowSize().x)
    IMGUI_API float         GetWindowHeight();                          // get current window height (shortcut for GetWindowSize().y)
    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 void          SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0);                  // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                               // set next window content size (~ enforce the range of scrollbars). not including window decorations (title bar, menu bar, etc.). set an axis to 0.0f to leave it automatic. call before Begin()
    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                 // set next window collapsed state. call before Begin()
    IMGUI_API void          SetNextWindowFocus();                                                       // set next window to be focused / front-most. call before Begin()
    IMGUI_API void          SetNextWindowBgAlpha(float alpha);                                          // set next window background color alpha. helper to easily modify ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0);                        // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);                      // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);                     // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
    IMGUI_API void          SetWindowFocus();                                                           // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
    IMGUI_API void          SetWindowFontScale(float scale);                                            // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows
    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.
    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / front-most. use NULL to remove focus.

    // Windows Scrolling
    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          SetScrollHereY(float center_y_ratio = 0.5f);                     // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead.
    IMGUI_API void          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.

    // Parameters stacks (shared)
    IMGUI_API void          PushFont(ImFont* font);                                         // use NULL as a shortcut to push default font
    IMGUI_API void          PopFont();
    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);
    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 const ImVec4& GetStyleColorVec4(ImGuiCol idx);                                // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in.
    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
    IMGUI_API ImU32         GetColorU32(ImU32 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 allow_keyboard_focus);              // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
    IMGUI_API void          PopAllowKeyboardFocus();
    IMGUI_API void          PushButtonRepeat(bool repeat);                                  // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
    IMGUI_API void          PopButtonRepeat();

    // Cursor / Layout
    IMGUI_API void          Separator();                                                    // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
    IMGUI_API void          SameLine(float pos_x = 0.0f, float spacing_w = -1.0f);          // call between widgets or groups to layout them horizontally
    IMGUI_API void          NewLine();                                                      // undo a SameLine()
    IMGUI_API void          Spacing();                                                      // add vertical spacing
    IMGUI_API void          Dummy(const ImVec2& size);                                      // add a dummy item of given size
    IMGUI_API void          Indent(float indent_w = 0.0f);                                  // move content position toward the right, by style.IndentSpacing or indent_w if != 0
    IMGUI_API void          Unindent(float indent_w = 0.0f);                                // move content position back to the left, by style.IndentSpacing or indent_w if != 0
    IMGUI_API void          BeginGroup();                                                   // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
    IMGUI_API void          EndGroup();
    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] (useful to work with ImDrawList API)
    IMGUI_API void          SetCursorScreenPos(const ImVec2& screen_pos);                   // cursor position in absolute screen coordinates [0..io.DisplaySize]
    IMGUI_API void          AlignTextToFramePadding();                                      // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item)
    IMGUI_API float         GetTextLineHeight();                                            // ~ FontSize
    IMGUI_API float         GetTextLineHeightWithSpacing();                                 // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text)
    IMGUI_API float         GetFrameHeight();                                               // ~ FontSize + style.FramePadding.y * 2
    IMGUI_API float         GetFrameHeightWithSpacing();                                    // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets)

    // ID stack/scopes
    // Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most
    // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them.
    // You can also use the "##foobar" syntax within widget label to distinguish them from each others.
    // In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID,
    // whereas "str_id" denote a string that is only used as an ID and not aimed to be displayed.
    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). e.g. if you want to query into ImGuiStorage yourself
    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
    IMGUI_API ImGuiID       GetID(const void* ptr_id);

    // Widgets: Text
    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);                // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text.
    IMGUI_API void          Text(const char* fmt, ...)                                      IM_FMTARGS(1); // simple formatted text
    IMGUI_API void          TextV(const char* fmt, va_list args)                            IM_FMTLIST(1);
    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)            IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args)  IM_FMTLIST(2);
    IMGUI_API void          TextDisabled(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                    IM_FMTLIST(1);
    IMGUI_API void          TextWrapped(const char* fmt, ...)                               IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                     IM_FMTLIST(1);
    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)              IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)    IM_FMTLIST(2);
    IMGUI_API void          BulletText(const char* fmt, ...)                                IM_FMTARGS(1); // shortcut for Bullet()+Text()
    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                      IM_FMTLIST(1);

    // Widgets: Main
    // Most widgets return true when the value has been changed or when pressed/selected
    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0));    // button
    IMGUI_API bool          SmallButton(const char* label);                                 // button with FramePadding=(0,0) to easily embed within text
    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);        // button behavior without the visuals, useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
    IMGUI_API bool          ArrowButton(const char* str_id, ImGuiDir dir);                  // square button with an arrow shape
    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
    IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no padding
    IMGUI_API bool          Checkbox(const char* label, bool* v);
    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
    IMGUI_API bool          RadioButton(const char* label, bool active);                    // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; }
    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);           // shortcut to handle the above pattern when value is an integer
    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);
    IMGUI_API void          Bullet();                                                       // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses

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

    // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
    // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
    // Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
    // Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
    IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", 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* 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* 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* 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* format = "%.3f", const char* 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* format = "%d");                                       // If v_min >= v_max we have no bound
    IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
    IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
    IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d");
    IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL);
    IMGUI_API bool          DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);
    IMGUI_API bool          DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min = NULL, const void* v_max = NULL, const char* format = NULL, float power = 1.0f);

    // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
    // Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);     // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. Use power!=1.0 for power curve sliders
    IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
    IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", float power = 1.0f);
    IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* 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* format = "%d");
    IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d");
    IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d");
    IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d");
    IMGUI_API bool          SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
    IMGUI_API bool          SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);
    IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* 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* format = "%d");
    IMGUI_API bool          VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format = NULL, float power = 1.0f);

    // Widgets: Input with Keyboard
    // If you want to use InputText() with a dynamic string type such as std::string or your own, see misc/cpp/imgui_stdlib.h
    IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
    IMGUI_API bool          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL);
    IMGUI_API bool          InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputFloat4(const char* label, float v[4], const char* format = "%.3f", 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);
    IMGUI_API bool          InputDouble(const char* label, double* v, double step = 0.0f, double step_fast = 0.0f, const char* format = "%.6f", ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputScalar(const char* label, ImGuiDataType data_type, void* v, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step = NULL, const void* step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags extra_flags = 0);

    // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
    // Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
    IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0));  // display a colored square/button, hover for details, return true when pressed.
    IMGUI_API void          SetColorEditOptions(ImGuiColorEditFlags flags);                     // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.

    // Widgets: Trees
    // TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents.
    IMGUI_API bool          TreeNode(const char* label);
    IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2);   // helper variation to completely decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet().
    IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2);   // "
    IMGUI_API bool          TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2);
    IMGUI_API bool          TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2);
    IMGUI_API bool          TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0);
    IMGUI_API bool          TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
    IMGUI_API bool          TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3);
    IMGUI_API bool          TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
    IMGUI_API bool          TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
    IMGUI_API void          TreePush(const char* str_id);                                       // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
    IMGUI_API void          TreePush(const void* ptr_id = NULL);                                // "
    IMGUI_API void          TreePop();                                                          // ~ Unindent()+PopId()
    IMGUI_API void          TreeAdvanceToLabelPos();                                            // advance cursor x position by GetTreeNodeToLabelSpacing()
    IMGUI_API float         GetTreeNodeToLabelSpacing();                                        // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
    IMGUI_API void          SetNextTreeNodeOpen(bool is_open, ImGuiCond cond = 0);              // set next TreeNode/CollapsingHeader open state.
    IMGUI_API bool          CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0);  // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
    IMGUI_API bool          CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header

    // Widgets: Selectables
    IMGUI_API bool          Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));  // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
    IMGUI_API bool          Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));       // "bool* p_selected" point to the selection state (read-write), as a convenient helper.

    // Widgets: List Boxes
    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1);
    IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
    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. if the function return true, you can output elements then 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. only call ListBoxFooter() if ListBoxHeader() returned true!

    // Widgets: Data Plotting
    IMGUI_API void          PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
    IMGUI_API void          PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));
    IMGUI_API void          PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
    IMGUI_API void          PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0));

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

    // Widgets: Menus
    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar.
    IMGUI_API void          EndMainMenuBar();                                                   // only call EndMainMenuBar() if BeginMainMenuBar() returns true!
    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window).
    IMGUI_API void          EndMenuBar();                                                       // only call EndMenuBar() if BeginMenuBar() returns true!
    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
    IMGUI_API void          EndMenu();                                                          // only call EndMenu() if BeginMenu() returns true!
    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated. 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

    // Tooltips
    IMGUI_API void          BeginTooltip();                                                     // begin/append a tooltip window. to create full-featured tooltip (with any kind of items).
    IMGUI_API void          EndTooltip();
    IMGUI_API void          SetTooltip(const char* fmt, ...) IM_FMTARGS(1);                     // set a text-only tooltip, typically use with ImGui::IsItemHovered(). overidde any previous call to SetTooltip().
    IMGUI_API void          SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1);

    // Popups
    IMGUI_API void          OpenPopup(const char* str_id);                                      // call to mark popup as open (don't call every frame!). popups are closed when user click outside, or if CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. By default, Selectable()/MenuItem() are calling CloseCurrentPopup(). 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, ImGuiWindowFlags flags = 0);                                             // return true if the popup is open, and you can start outputting to it. only call EndPopup() if BeginPopup() returns true!
    IMGUI_API bool          BeginPopupContextItem(const char* str_id = NULL, int mouse_button = 1);                                 // helper to open and begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
    IMGUI_API bool          BeginPopupContextWindow(const char* str_id = NULL, int mouse_button = 1, bool also_over_items = true);  // 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 (where there are no imgui windows).
    IMGUI_API bool          BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);                     // modal dialog (regular window with title bar, block interactions behind the modal window, can't close the modal window by clicking outside)
    IMGUI_API void          EndPopup();                                                                                             // only call EndPopup() if BeginPopupXXX() returns true!
    IMGUI_API bool          OpenPopupOnItemClick(const char* str_id = NULL, int mouse_button = 1);                                  // helper to open popup when clicked on last item (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors). return true when just opened.
    IMGUI_API bool          IsPopupOpen(const char* str_id);                                    // return true if the popup is open
    IMGUI_API void          CloseCurrentPopup();                                                // close the popup we have begin-ed into. clicking on a MenuItem or Selectable automatically close the current popup.

    // Columns
    // You can also use SameLine(pos_x) for simplified columns. The columns API is still work-in-progress and rather lacking.
    IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border = true);
    IMGUI_API void          NextColumn();                                                       // next column, defaults to current row or next row if the current row is finished
    IMGUI_API int           GetColumnIndex();                                                   // get current column index
    IMGUI_API float         GetColumnWidth(int column_index = -1);                              // get column width (in pixels). pass -1 to use current column
    IMGUI_API void          SetColumnWidth(int column_index, float width);                      // set column width (in pixels). pass -1 to use current column
    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f
    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
    IMGUI_API int           GetColumnsCount();

    // Logging/Capture: all text output from interface is captured to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
    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_FMTARGS(1);                        // pass text data straight to log (without being displayed)

    // Drag and Drop
    // [BETA API] Missing Demo code. API may evolve.
    IMGUI_API bool          BeginDragDropSource(ImGuiDragDropFlags flags = 0);                                      // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource()
    IMGUI_API bool          SetDragDropPayload(const char* type, const void* data, size_t size, ImGuiCond cond = 0);// type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui.
    IMGUI_API void          EndDragDropSource();                                                                    // only call EndDragDropSource() if BeginDragDropSource() returns true!
    IMGUI_API bool                  BeginDragDropTarget();                                                          // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
    IMGUI_API const ImGuiPayload*   AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0);          // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
    IMGUI_API void                  EndDragDropTarget();                                                            // only call EndDragDropTarget() if BeginDragDropTarget() returns true!
    IMGUI_API const ImGuiPayload*   GetDragDropPayload();                                                           // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type.
    
    // Clipping
    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
    IMGUI_API void          PopClipRect();

    // Focus, Activation
    // (Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item")
    IMGUI_API void          SetItemDefaultFocus();                                              // make last item the default focused item of a window.
    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.

    // Item/Widgets Utilities
    // See Demo Window under "Widgets->Querying Status" for an interactive visualization of many of those functions.
    IMGUI_API bool          IsItemHovered(ImGuiHoveredFlags flags = 0);                         // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
    IMGUI_API bool          IsItemActive();                                                     // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
    IMGUI_API bool          IsItemFocused();                                                    // is the last item focused for keyboard/gamepad navigation?
    IMGUI_API bool          IsItemClicked(int mouse_button = 0);                                // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered()
    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (items may be out of sight because of clipping/scrolling)
    IMGUI_API bool          IsItemEdited();                                                     // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
    IMGUI_API bool          IsItemDeactivated();                                                // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
    IMGUI_API bool          IsItemDeactivatedAfterEdit();                                       // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
    IMGUI_API bool          IsAnyItemHovered();
    IMGUI_API bool          IsAnyItemActive();
    IMGUI_API bool          IsAnyItemFocused();
    IMGUI_API ImVec2        GetItemRectMin();                                                   // get bounding rectangle of last item, in screen space
    IMGUI_API ImVec2        GetItemRectMax();                                                   // "
    IMGUI_API ImVec2        GetItemRectSize();                                                  // get size of last item, in screen space
    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.

    // Miscellaneous Utilities
    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
    IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
    IMGUI_API double        GetTime();
    IMGUI_API int           GetFrameCount();
    IMGUI_API ImDrawList*   GetOverlayDrawList();                                               // this draw list will be the last rendered one, useful to quickly draw overlays shapes/text
    IMGUI_API ImDrawListSharedData* GetDrawListSharedData();                                    // you may use this when creating your own ImDrawList instances
    IMGUI_API const char*   GetStyleColorName(ImGuiCol idx);
    IMGUI_API void          SetStateStorage(ImGuiStorage* storage);                             // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
    IMGUI_API ImGuiStorage* GetStateStorage();
    IMGUI_API 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 flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame
    IMGUI_API void          EndChildFrame();                                                    // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window)

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

    // Inputs Utilities
    IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeysDown[]. Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
    IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
    IMGUI_API int           GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
    IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held (0=left, 1=right, 2=middle)
    IMGUI_API bool          IsAnyMouseDown();                                                   // is any mouse button held
    IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down) (0=left, 1=right, 2=middle)
    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          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
    IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);  // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but  disregarding of other consideration of focus/window ordering/popup-block.
    IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    //
    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 position 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 is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor 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 to 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 to handle).

    // Clipboard Utilities (also see the LogToClipboard() function to capture or output text data to the clipboard)
    IMGUI_API const char*   GetClipboardText();
    IMGUI_API void          SetClipboardText(const char* text);

    // Settings/.Ini Utilities
    // The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini").
    // Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually.
    IMGUI_API void          LoadIniSettingsFromDisk(const char* ini_filename);                  // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename).
    IMGUI_API void          LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source.
    IMGUI_API void          SaveIniSettingsToDisk(const char* ini_filename);
    IMGUI_API const char*   SaveIniSettingsToMemory(size_t* out_ini_size = NULL);               // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings.

    // Memory Utilities
    // All those functions are not reliant on the current context.
    // If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again.
    IMGUI_API void          SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data = NULL);
    IMGUI_API void*         MemAlloc(size_t size);
    IMGUI_API void          MemFree(void* ptr);

} // namespace ImGui

// Flags for ImGui::Begin()
enum ImGuiWindowFlags_
{
    ImGuiWindowFlags_None                   = 0,
    ImGuiWindowFlags_NoTitleBar             = 1 << 0,   // Disable title-bar
    ImGuiWindowFlags_NoResize               = 1 << 1,   // Disable user resizing with the lower-right grip
    ImGuiWindowFlags_NoMove                 = 1 << 2,   // Disable user moving the window
    ImGuiWindowFlags_NoScrollbar            = 1 << 3,   // Disable scrollbars (window can still scroll with mouse or programatically)
    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
    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.