Browse Source

Updated ocornut-imgui 1.38 WIP.

Branimir Karadžić 10 years ago
parent
commit
457d585b6e
3 changed files with 503 additions and 334 deletions
  1. 4 1
      3rdparty/ocornut-imgui/imconfig.h
  2. 295 200
      3rdparty/ocornut-imgui/imgui.cpp
  3. 204 133
      3rdparty/ocornut-imgui/imgui.h

+ 4 - 1
3rdparty/ocornut-imgui/imconfig.h

@@ -24,13 +24,16 @@
 #define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
 #define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
 
+//---- Don't implement help and test window functionality (ShowUserGuide()/ShowStyleEditor()/ShowTestWindow() methods will be empty)
+//#define IMGUI_DISABLE_TEST_WINDOWS
+
 //---- Include imgui_user.inl at the end of imgui.cpp so you can include code that extends ImGui using its private data/functions.
 //#define IMGUI_INCLUDE_IMGUI_USER_INL
 
 //---- Include imgui_user.h at the end of imgui.h
 //#define IMGUI_INCLUDE_IMGUI_USER_H
 
-//---- Define implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
+//---- Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2/ImVec4.
 /*
 #define IM_VEC2_CLASS_EXTRA                                                 \
         ImVec2(const MyVec2& f) { x = f.x; y = f.y; }                       \

File diff suppressed because it is too large
+ 295 - 200
3rdparty/ocornut-imgui/imgui.cpp


+ 204 - 133
3rdparty/ocornut-imgui/imgui.h

@@ -1,4 +1,4 @@
-// ImGui library v1.35
+// ImGui library v1.38 WIP
 // See .cpp file for documentation.
 // See ImGui::ShowTestWindow() for sample code.
 // Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@@ -9,9 +9,11 @@
 #include "imconfig.h"       // User-editable configuration file
 #include <float.h>          // FLT_MAX
 #include <stdarg.h>         // va_list
-#include <stddef.h>         // ptrdiff_t
-#include <stdlib.h>         // NULL, malloc
-#include <string.h>         // memset, memmove
+#include <stddef.h>         // ptrdiff_t, NULL
+#include <stdlib.h>         // NULL, malloc, free, qsort, atoi
+#include <string.h>         // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
+
+#define IMGUI_VERSION       "1.38 WIP"
 
 // Define assertion handler.
 #ifndef IM_ASSERT
@@ -41,19 +43,20 @@ typedef int ImGuiCol;               // enum ImGuiCol_
 typedef int ImGuiStyleVar;          // enum ImGuiStyleVar_
 typedef int ImGuiKey;               // enum ImGuiKey_
 typedef int ImGuiColorEditMode;     // enum ImGuiColorEditMode_
+typedef int ImGuiMouseCursor;       // enum ImGuiMouseCursor_
 typedef int ImGuiWindowFlags;       // enum ImGuiWindowFlags_
-typedef int ImGuiSetCond;           // enum ImGuiSetCondition_
+typedef int ImGuiSetCond;           // enum ImGuiSetCond_
 typedef int ImGuiInputTextFlags;    // enum ImGuiInputTextFlags_
-struct ImGuiTextEditCallbackData;   // for advanced uses of InputText()
+struct ImGuiTextEditCallbackData;   // for advanced uses of InputText() 
 typedef int (*ImGuiTextEditCallback)(ImGuiTextEditCallbackData *data);
 
 struct ImVec2
 {
     float x, y;
-    ImVec2() {}
+    ImVec2() { x = y = 0.0f; }
     ImVec2(float _x, float _y) { x = _x; y = _y; }
 
-#ifdef IM_VEC2_CLASS_EXTRA
+#ifdef IM_VEC2_CLASS_EXTRA          // Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec2.
     IM_VEC2_CLASS_EXTRA
 #endif
 };
@@ -61,10 +64,10 @@ struct ImVec2
 struct ImVec4
 {
     float x, y, z, w;
-    ImVec4() {}
+    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
+#ifdef IM_VEC4_CLASS_EXTRA          // Define constructor and implicit cast operators to convert back<>forth from your math types and ImVec4.
     IM_VEC4_CLASS_EXTRA
 #endif
 };
@@ -76,7 +79,7 @@ namespace ImGui
     IMGUI_API void        MemFree(void* ptr);
 }
 
-// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug).
+// std::vector<> like class to avoid dragging dependencies (also: windows implementation of STL with debug enabled is absurdly slow, so let's bypass it so our code runs fast in debug). 
 // Use '#define ImVector std::vector' if you want to use the STL type or your own type.
 // Our implementation does NOT call c++ constructors! because the data types we use don't need them (but that could be added as well). Only provide the minimum functionalities we need.
 #ifndef ImVector
@@ -117,14 +120,14 @@ public:
     inline void                 swap(ImVector<T>& rhs)          { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
 
     inline void                 resize(size_t new_size)         { if (new_size > Capacity) reserve(new_size); Size = new_size; }
-    inline void                 reserve(size_t new_capacity)
-    {
+    inline void                 reserve(size_t new_capacity)    
+    { 
         if (new_capacity <= Capacity) return;
         T* new_data = (value_type*)ImGui::MemAlloc(new_capacity * sizeof(value_type));
         memcpy(new_data, Data, Size * sizeof(value_type));
         ImGui::MemFree(Data);
         Data = new_data;
-        Capacity = new_capacity;
+        Capacity = new_capacity; 
     }
 
     inline void                 push_back(const value_type& v)  { if (Size == Capacity) reserve(Capacity ? Capacity * 2 : 4); Data[Size++] = v; }
@@ -144,7 +147,7 @@ public:
 // - struct ImFont                      // TTF font loader, bake glyphs into bitmap
 
 // ImGui end-user API
-// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
+// In a namespace so that user can add extra functions in a separate file (e.g. Value() helpers for your vector or common types)
 namespace ImGui
 {
     // Main
@@ -153,48 +156,49 @@ namespace ImGui
     IMGUI_API void          NewFrame();
     IMGUI_API void          Render();
     IMGUI_API void          Shutdown();
-    IMGUI_API void          ShowUserGuide();
-    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);
-    IMGUI_API void          ShowTestWindow(bool* open = NULL);
+    IMGUI_API void          ShowUserGuide();                            // help block
+    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // style editor block
+    IMGUI_API void          ShowTestWindow(bool* opened = NULL);        // test window, demonstrate ImGui features
+    IMGUI_API void          ShowMetricsWindow(bool* opened = NULL);     // metrics window
 
     // Window
     // See implementation in .cpp for details
-    IMGUI_API bool          Begin(const char* name = "Debug", bool* p_opened = NULL, const ImVec2& initial_size = ImVec2(0,0), float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0); // return false when window is collapsed, so you can early out in your code. passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
+    IMGUI_API bool          Begin(const char* name = "Debug", bool* p_opened = NULL, ImGuiWindowFlags flags = 0);                                           // return false when window is collapsed, so you can early out in your code. 'bool* p_opened' creates a widget on the upper-right to close the window (which sets your bool to false). 
+    IMGUI_API bool          Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags = 0);   // this is the older/longer API. call SetNextWindowSize() instead if you want to set a window size. For regular windows, 'size_on_first_use' only applies to the first time EVER the window is created and probably not what you want! maybe obsolete this API eventually.
     IMGUI_API void          End();
-    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);            // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
-    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);                    // "
+    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);        // size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). on each axis.
+    IMGUI_API bool          BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);                // "
     IMGUI_API void          EndChild();
-    IMGUI_API bool          GetWindowIsFocused();
     IMGUI_API ImVec2        GetContentRegionMax();                                              // window or current column boundaries, in windows coordinates
     IMGUI_API ImVec2        GetWindowContentRegionMin();                                        // window boundaries, in windows coordinates
     IMGUI_API ImVec2        GetWindowContentRegionMax();
-    IMGUI_API ImDrawList*   GetWindowDrawList();                                                // get rendering command-list if you want to append your own draw primitives.
+    IMGUI_API ImDrawList*   GetWindowDrawList();                                                // get rendering command-list if you want to append your own draw primitives
     IMGUI_API ImFont*       GetWindowFont();
     IMGUI_API float         GetWindowFontSize();                                                // size (also height in pixels) of current font with current scale applied
-    IMGUI_API void          SetWindowFontScale(float scale);                                    // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows.
-    IMGUI_API ImVec2        GetWindowPos();                                                     // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing.
-    IMGUI_API ImVec2        GetWindowSize();                                                    // get current window position.
+    IMGUI_API void          SetWindowFontScale(float scale);                                    // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows
+    IMGUI_API ImVec2        GetWindowPos();                                                     // you should rarely need/care about the window position, but it can be useful if you want to do your own drawing
+    IMGUI_API ImVec2        GetWindowSize();                                                    // get current window position
     IMGUI_API float         GetWindowWidth();
     IMGUI_API bool          GetWindowCollapsed();
 
-    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);         // set next window position - call before Begin().
-    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);       // set next window size. set to ImVec2(0,0) to force an auto-fit.
-    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);      // set next window collapsed state.
+    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);         // set next window position - call before Begin()
+    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);       // set next window size. set to ImVec2(0,0) to force an auto-fit
+    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);      // set next window collapsed state
     IMGUI_API void          SetNextWindowFocus();                                               // set next window to be focused / front-most
-    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);             // set current window position - call within Begin()/End(). may incur tearing.
-    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);           // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
-    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);          // set current window collapsed state.
+    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiSetCond cond = 0);             // set current window position - call within Begin()/End(). may incur tearing
+    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiSetCond cond = 0);           // set current window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
+    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiSetCond cond = 0);          // set current window collapsed state
     IMGUI_API void          SetWindowFocus();                                                   // set current window to be focused / front-most
-    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0);      // set named window position - call within Begin()/End(). may incur tearing.
-    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0);    // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing.
-    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0);   // set named window collapsed state.
-    IMGUI_API void          SetWindowFocus(const char* name);                                              // set named window to be focused / front-most
+    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond = 0);      // set named window position - call within Begin()/End(). may incur tearing
+    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond = 0);    // set named window size. set to ImVec2(0,0) to force an auto-fit. may incur tearing
+    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond = 0);   // set named window collapsed state
+    IMGUI_API void          SetWindowFocus(const char* name);                                              // set named window to be focused / front-most. use NULL to remove focus.
 
-    IMGUI_API float         GetScrollPosY();                                                    // get scrolling position (0..GetScrollMaxY())
+    IMGUI_API float         GetScrollPosY();                                                    // get scrolling position [0..GetScrollMaxY()]
     IMGUI_API float         GetScrollMaxY();                                                    // get maximum scrolling position == ContentSize.Y - WindowSize.Y
-    IMGUI_API void          SetScrollPosHere();                                                 // adjust scrolling position to center into the current cursor position.
-    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget.
-    IMGUI_API void          SetStateStorage(ImGuiStorage* tree);                                // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
+    IMGUI_API void          SetScrollPosHere();                                                 // adjust scrolling position to center into the current cursor position
+    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget
+    IMGUI_API void          SetStateStorage(ImGuiStorage* tree);                                // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
     IMGUI_API ImGuiStorage* GetStateStorage();
 
     // Parameters stacks (shared)
@@ -210,26 +214,34 @@ namespace ImGui
     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 -0.01f 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          PushAllowKeyboardFocus(bool v);                                     // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
+    IMGUI_API void          PushAllowKeyboardFocus(bool v);                                     // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
     IMGUI_API void          PopAllowKeyboardFocus();
-    IMGUI_API void          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          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();
 
     // Tooltip
-    IMGUI_API void          SetTooltip(const char* fmt, ...);                                   // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins.
+    IMGUI_API void          SetTooltip(const char* fmt, ...);                                   // set tooltip under mouse-cursor, typically use with ImGui::IsHovered(). last call wins
     IMGUI_API void          SetTooltipV(const char* fmt, va_list args);
-    IMGUI_API void          BeginTooltip();                                                     // use to create full-featured tooltip windows that aren't just text.
+    IMGUI_API void          BeginTooltip();                                                     // use to create full-featured tooltip windows that aren't just text
     IMGUI_API void          EndTooltip();
 
+    // Popup
+    IMGUI_API void          BeginPopup(bool* p_opened);
+    IMGUI_API void          EndPopup();
+
     // Layout
+    IMGUI_API void          BeginGroup();
+    IMGUI_API void          EndGroup();
     IMGUI_API void          Separator();                                                        // horizontal line
-    IMGUI_API void          SameLine(int column_x = 0, int spacing_w = -1);                     // call between widgets to layout them horizontally
-    IMGUI_API void          Spacing();
+    IMGUI_API void          SameLine(int column_x = 0, int spacing_w = -1);                     // call between widgets or groups to layout them horizontally
+    IMGUI_API void          Spacing();                                                          // add vertical spacing
+    IMGUI_API void          Indent();                                                           // move content position toward the right by style.IndentSpacing pixels
+    IMGUI_API void          Unindent();                                                         // move content position back to the left (cancel Indent)
     IMGUI_API void          Columns(int count = 1, const char* id = NULL, bool border=true);    // setup number of columns
     IMGUI_API void          NextColumn();                                                       // next column
     IMGUI_API int           GetColumnIndex();                                                   // get current column index
-    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this.
-    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column.
+    IMGUI_API float         GetColumnOffset(int column_index = -1);                             // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetcolumnsCount() inclusive. column 0 is usually 0.0f and not resizable unless you call this
+    IMGUI_API void          SetColumnOffset(int column_index, float offset_x);                  // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column
     IMGUI_API float         GetColumnWidth(int column_index = -1);                              // column width (== GetColumnOffset(GetColumnIndex()+1) - GetColumnOffset(GetColumnOffset())
     IMGUI_API int           GetColumnsCount();                                                  // number of columns (what was passed to Columns())
     IMGUI_API ImVec2        GetCursorPos();                                                     // cursor position is relative to window position
@@ -238,20 +250,22 @@ namespace ImGui
     IMGUI_API void          SetCursorPos(const ImVec2& pos);                                    // "
     IMGUI_API void          SetCursorPosX(float x);                                             // "
     IMGUI_API void          SetCursorPosY(float y);                                             // "
-    IMGUI_API ImVec2        GetCursorScreenPos();                                               // cursor position in absolute screen coordinates (0..io.DisplaySize)
-    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                              // cursor position in absolute screen coordinates (0..io.DisplaySize)
-    IMGUI_API void          AlignFirstTextHeightToWidgets();                                    // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets.
+    IMGUI_API ImVec2        GetCursorScreenPos();                                               // cursor position in absolute screen coordinates [0..io.DisplaySize]
+    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                              // cursor position in absolute screen coordinates [0..io.DisplaySize]
+    IMGUI_API void          AlignFirstTextHeightToWidgets();                                    // call once if the first item on the line is a Text() item and you want to vertically lower it to match subsequent (bigger) widgets
     IMGUI_API float         GetTextLineHeight();                                                // height of font == GetWindowFontSize()
     IMGUI_API float         GetTextLineHeightWithSpacing();                                     // spacing (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
 
     // ID scopes
-    // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them.
+    // If you are creating widgets in a loop you most likely want to push a unique identifier so ImGui can differentiate them
     // You can also use "##extra" within your widget name to distinguish them from each others (see 'Programmer Guide')
     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(const int int_id);
     IMGUI_API void          PopID();
-    IMGUI_API ImGuiID       GetID(const char* str_id);                                          // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed.
+    IMGUI_API ImGuiID       GetID(const char* str_id);                                          // calculate unique ID (hash of whole ID stack + given parameter). useful if you want to query into ImGuiStorage yourself. otherwise rarely needed
+    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
     IMGUI_API ImGuiID       GetID(const void* ptr_id);
 
     // Widgets
@@ -261,8 +275,8 @@ namespace ImGui
     IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args);
     IMGUI_API void          TextWrapped(const char* fmt, ...);                                  // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();
     IMGUI_API void          TextWrappedV(const char* fmt, va_list args);
-    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);     // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text.
-    IMGUI_API void          LabelText(const char* label, const char* fmt, ...);                 // display text+label aligned the same way as value+label widgets
+    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);     // doesn't require null terminated string if 'text_end' is specified. no copy done to any bounded stack buffer, recommended for long chunks of text
+    IMGUI_API void          LabelText(const char* label, const char* fmt, ...);                 // display text+label aligned the same way as value+label widgets 
     IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args);
     IMGUI_API void          Bullet();
     IMGUI_API void          BulletText(const char* fmt, ...);
@@ -271,40 +285,54 @@ namespace ImGui
     IMGUI_API bool          SmallButton(const char* label);
     IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);
     IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
-    IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no paddnig.
+    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(0,0,0,1), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no padding
     IMGUI_API bool          CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false);
-    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);     // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
+    IMGUI_API bool          Checkbox(const char* label, bool* v);
+    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
+    IMGUI_API bool          RadioButton(const char* label, bool active);
+    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
+    IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1);      // separate items with \0, end item-list with \0\0
+    IMGUI_API bool          Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
+    IMGUI_API bool          ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
+    IMGUI_API bool          ColorEdit3(const char* label, float col[3]);
+    IMGUI_API bool          ColorEdit4(const char* label, float col[4], bool show_alpha = true);
+    IMGUI_API void          ColorEditMode(ImGuiColorEditMode mode);
+    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), size_t 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), size_t 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: Sliders (tip: ctrl+click on a slider to input text)
+    IMGUI_API bool          SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);     // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders
     IMGUI_API bool          SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
     IMGUI_API bool          SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
     IMGUI_API bool          SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
-    IMGUI_API bool          SliderAngle(const char* label, float* v, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);     // *v in radians
+    IMGUI_API bool          SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f);
     IMGUI_API bool          SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format = "%.0f");
     IMGUI_API bool          SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format = "%.0f");
     IMGUI_API bool          SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format = "%.0f");
     IMGUI_API bool          SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format = "%.0f");
-    IMGUI_API 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), size_t 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), size_t stride = sizeof(float));
-    IMGUI_API void          PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
-    IMGUI_API bool          Checkbox(const char* label, bool* v);
-    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
-    IMGUI_API bool          RadioButton(const char* label, bool active);
-    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);
+    IMGUI_API bool          VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
+    IMGUI_API bool          VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format = "%.0f");
+
+    // Widgets: Drags (tip: ctrl+click on a drag box to input text)
+    // ImGui 1.38+ work-in-progress, may change name or API.
+    IMGUI_API bool          DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);  // If v_max >= v_max we have no bound
+    IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");                                    // If v_max >= v_max we have no bound
+
+    // Widgets: Input
     IMGUI_API bool          InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiTextEditCallback callback = NULL, void* user_data = NULL);
     IMGUI_API bool          InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
     IMGUI_API bool          InputFloat2(const char* label, float v[2], int decimal_precision = -1);
     IMGUI_API bool          InputFloat3(const char* label, float v[3], int decimal_precision = -1);
     IMGUI_API bool          InputFloat4(const char* label, float v[4], int decimal_precision = -1);
     IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
-    IMGUI_API bool          Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
-    IMGUI_API bool          Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items = -1);      // separate items with \0, end item-list with \0\0
-    IMGUI_API bool          Combo(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
-    IMGUI_API bool          ColorButton(const ImVec4& col, bool small_height = false, bool outline_border = true);
-    IMGUI_API bool          ColorEdit3(const char* label, float col[3]);
-    IMGUI_API bool          ColorEdit4(const char* label, float col[4], bool show_alpha = true);
-    IMGUI_API void          ColorEditMode(ImGuiColorEditMode mode);
+    IMGUI_API bool          InputInt2(const char* label, int v[2]);
+    IMGUI_API bool          InputInt3(const char* label, int v[3]);
+    IMGUI_API bool          InputInt4(const char* label, int v[4]);
 
-    // Trees
+    // Widgets: Trees
     IMGUI_API bool          TreeNode(const char* str_label_id);                                 // if returning 'true' the node is open and the user is responsible for calling TreePop
     IMGUI_API bool          TreeNode(const char* str_id, const char* fmt, ...);                 // "
     IMGUI_API bool          TreeNode(const void* ptr_id, const char* fmt, ...);                 // "
@@ -315,8 +343,8 @@ namespace ImGui
     IMGUI_API void          TreePop();
     IMGUI_API void          SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond = 0);          // set next tree node to be opened.
 
-    // Selectable / Lists
-    IMGUI_API bool          Selectable(const char* label, bool selected, const ImVec2& size = ImVec2(0,0));
+    // Widgets: Selectable / Lists
+    IMGUI_API bool          Selectable(const char* label, bool selected = false, const ImVec2& size = ImVec2(0,0));
     IMGUI_API bool          Selectable(const char* label, bool* p_selected, const ImVec2& size = ImVec2(0,0));
     IMGUI_API bool          ListBox(const char* label, int* current_item, const char** items, int items_count, int height_in_items = -1);
     IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
@@ -324,7 +352,7 @@ namespace ImGui
     IMGUI_API bool          ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
     IMGUI_API void          ListBoxFooter();                                                    // terminate the scrolling region
 
-    // Value() Helpers: output single value in "name: value" format. Tip: freely declare your own within the ImGui namespace!
+    // Widgets: Value() Helpers. Output single value in "name: value" format (tip: freely declare your own within 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);
@@ -332,7 +360,7 @@ namespace ImGui
     IMGUI_API void          Color(const char* prefix, const ImVec4& v);
     IMGUI_API void          Color(const char* prefix, unsigned int v);
 
-    // Logging: All text output from your interface are redirected to tty/file/clipboard. Tree nodes are automatically opened.
+    // Logging: all text output from interface is redirected to tty/file/clipboard. Tree nodes are automatically opened.
     IMGUI_API void          LogToTTY(int max_depth = -1);                                       // start logging to tty
     IMGUI_API void          LogToFile(int max_depth = -1, const char* filename = NULL);         // start logging to file
     IMGUI_API void          LogToClipboard(int max_depth = -1);                                 // start logging to OS clipboard
@@ -342,26 +370,38 @@ namespace ImGui
 
     // Utilities
     IMGUI_API bool          IsItemHovered();                                                    // was the last item hovered by mouse?
+    IMGUI_API bool          IsItemHoveredRect();                                                // was the last item hovered by mouse? even if another item is active while we are hovering this
     IMGUI_API bool          IsItemActive();                                                     // was the last item active? (e.g. button being held, text field being edited- items that don't interact will always return false)
-    IMGUI_API bool          IsAnyItemActive();                                                  //
-    IMGUI_API ImVec2        GetItemBoxMin();                                                    // get bounding box of last item
-    IMGUI_API ImVec2        GetItemBoxMax();                                                    // get bounding box of last item
-    IMGUI_API bool          IsClipped(const ImVec2& item_size);                                 // to perform coarse clipping on user's side (as an optimization)
+    IMGUI_API bool          IsAnyItemActive();                                                  // 
+    IMGUI_API bool          IsItemVisible();
+    IMGUI_API ImVec2        GetItemRectMin();                                                   // get bounding rect of last item in screen space
+    IMGUI_API ImVec2        GetItemRectMax();                                                   // "
+    IMGUI_API ImVec2        GetItemRectSize();                                                  // "
+    IMGUI_API bool          IsWindowFocused();                                                  // is current window focused (differentiate child windows from each others)
+    IMGUI_API bool          IsRootWindowFocused();                                              // is current root window focused
+    IMGUI_API bool          IsRootWindowOrAnyChildFocused();                                    // is current root window or any of its child (including current window) focused
+    IMGUI_API bool          IsRectClipped(const ImVec2& size);                                  // test if rectangle of given size starting from cursor pos is out of clipping region. to perform coarse clipping on user's side (as an optimization)
     IMGUI_API bool          IsKeyPressed(int key_index, bool repeat = true);                    // key_index into the keys_down[512] array, imgui doesn't know the semantic of each entry
     IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);
     IMGUI_API bool          IsMouseDoubleClicked(int button);
     IMGUI_API bool          IsMouseHoveringWindow();                                            // is mouse hovering current window ("window" in API names always refer to current window)
     IMGUI_API bool          IsMouseHoveringAnyWindow();                                         // is mouse hovering any active imgui window
-    IMGUI_API bool          IsMouseHoveringBox(const ImVec2& box_min, const ImVec2& box_max);   // is mouse hovering given bounding box
+    IMGUI_API bool          IsMouseHoveringRect(const ImVec2& rect_min, const ImVec2& rect_max);// is mouse hovering given bounding rect
+    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          IsPosHoveringAnyWindow(const ImVec2& pos);                          // is given position hovering any active imgui window
     IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
+    IMGUI_API ImVec2        GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f);    // dragging amount since clicking, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold
+    IMGUI_API void          ResetMouseDragDelta(int button = 0);
+    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
+    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor type);                              // set desired cursor type
     IMGUI_API float         GetTime();
     IMGUI_API int           GetFrameCount();
     IMGUI_API const char*   GetStyleColName(ImGuiCol idx);
+    IMGUI_API ImVec2        CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge = false, float outward = +0.0f);   // utility to find the closest point the last item bounding rectangle edge. useful to visually link items
     IMGUI_API ImVec2        CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
-    IMGUI_API void          CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end);    // helper to manually clip large list of items. see comments in implementation.
+    IMGUI_API void          CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end);    // helper to manually clip large list of items. see comments in implementation
 
-    IMGUI_API void          BeginChildFrame(ImGuiID id, const ImVec2& size);                    // helper to create a child window / scrolling region that looks like a normal widget frame.
+    IMGUI_API void          BeginChildFrame(ImGuiID id, const ImVec2& size);                    // helper to create a child window / scrolling region that looks like a normal widget frame
     IMGUI_API void          EndChildFrame();
 
     IMGUI_API ImU32         ColorConvertFloat4ToU32(const ImVec4& in);
@@ -369,13 +409,19 @@ namespace ImGui
     IMGUI_API void          ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
 
     // Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
+    IMGUI_API const char*   GetVersion();
     IMGUI_API void*         GetInternalState();
     IMGUI_API size_t        GetInternalStateSize();
     IMGUI_API void          SetInternalState(void* state, bool construct = false);
 
     // Obsolete (will be removed)
-    IMGUI_API void          GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
-    static inline void      OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); }
+    IMGUI_API void          GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);   // OBSOLETE
+    static inline void      OpenNextNode(bool open) { ImGui::SetNextTreeNodeOpened(open, 0); }  // OBSOLETE
+    static inline bool      GetWindowIsFocused() { return ImGui::IsWindowFocused(); }   // OBSOLETE
+    static inline ImVec2    GetItemBoxMin() { return GetItemRectMin(); }    // OBSOLETE
+    static inline ImVec2    GetItemBoxMax() { return GetItemRectMax(); }    // OBSOLETE
+    static inline bool      IsClipped(const ImVec2& size) { return IsRectClipped(size); }   // OBSOLETE
+    static inline bool      IsMouseHoveringBox(const ImVec2& rect_min, const ImVec2& rect_max) { return IsMouseHoveringRect(rect_min, rect_max); }  // OBSOLETE
 
 } // namespace ImGui
 
@@ -397,7 +443,8 @@ enum ImGuiWindowFlags_
     ImGuiWindowFlags_ChildWindowAutoFitX    = 1 << 10,  // For internal use by BeginChild()
     ImGuiWindowFlags_ChildWindowAutoFitY    = 1 << 11,  // For internal use by BeginChild()
     ImGuiWindowFlags_ComboBox               = 1 << 12,  // For internal use by ComboBox()
-    ImGuiWindowFlags_Tooltip                = 1 << 13   // For internal use by BeginTooltip()
+    ImGuiWindowFlags_Tooltip                = 1 << 13,  // For internal use by BeginTooltip()
+    ImGuiWindowFlags_Popup                  = 1 << 14   // For internal use by BeginPopup()
 };
 
 // Flags for ImGui::InputText()
@@ -448,6 +495,8 @@ enum ImGuiCol_
     ImGuiCol_Border,
     ImGuiCol_BorderShadow,
     ImGuiCol_FrameBg,               // Background of checkbox, radio button, plot, slider, text input
+    ImGuiCol_FrameBgHovered,
+    ImGuiCol_FrameBgActive,
     ImGuiCol_TitleBg,
     ImGuiCol_TitleBgCollapsed,
     ImGuiCol_ScrollbarBg,
@@ -455,8 +504,6 @@ enum ImGuiCol_
     ImGuiCol_ScrollbarGrabHovered,
     ImGuiCol_ScrollbarGrabActive,
     ImGuiCol_ComboBg,
-    ImGuiCol_CheckHovered,
-    ImGuiCol_CheckActive,
     ImGuiCol_CheckMark,
     ImGuiCol_SliderGrab,
     ImGuiCol_SliderGrabActive,
@@ -496,7 +543,8 @@ enum ImGuiStyleVar_
     ImGuiStyleVar_FrameRounding,       // float
     ImGuiStyleVar_ItemSpacing,         // ImVec2
     ImGuiStyleVar_ItemInnerSpacing,    // ImVec2
-    ImGuiStyleVar_TreeNodeSpacing      // float
+    ImGuiStyleVar_IndentSpacing,       // float
+    ImGuiStyleVar_GrabMinSize          // float
 };
 
 // Enumeration for ColorEditMode()
@@ -509,6 +557,19 @@ enum ImGuiColorEditMode_
     ImGuiColorEditMode_HEX = 2
 };
 
+// Enumeration for GetMouseCursor()
+enum ImGuiMouseCursor_
+{
+    ImGuiMouseCursor_Arrow = 0,
+    ImGuiMouseCursor_TextInput,         // When hovering over InputText, etc.
+    ImGuiMouseCursor_Move,              // Unused
+    ImGuiMouseCursor_ResizeNS,          // Unused
+    ImGuiMouseCursor_ResizeEW,          // When hovering over a column
+    ImGuiMouseCursor_ResizeNESW,        // Unused
+    ImGuiMouseCursor_ResizeNWSE,        // When hovering over the bottom-right corner of a window
+    ImGuiMouseCursor_Count_
+};
+
 // Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
 // All those functions treat 0 as a shortcut to ImGuiSetCond_Always
 enum ImGuiSetCond_
@@ -529,13 +590,14 @@ struct ImGuiStyle
     float       FrameRounding;              // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets).
     ImVec2      ItemSpacing;                // Horizontal and vertical spacing between widgets/lines
     ImVec2      ItemInnerSpacing;           // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
-    ImVec2      TouchExtraPadding;          // Expand bounding box for touch-based system where touch position is not accurate enough (unnecessary for mouse inputs). Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget running. So dont grow this too much!
+    ImVec2      TouchExtraPadding;          // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
     ImVec2      AutoFitPadding;             // Extra space after auto-fit (double-clicking on resize grip)
     float       WindowFillAlphaDefault;     // Default alpha of window background, if not specified in ImGui::Begin()
-    float       TreeNodeSpacing;            // Horizontal spacing when entering a tree node
+    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node
     float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns
     float       ScrollbarWidth;             // Width of the vertical scrollbar
     float       GrabMinSize;                // Minimum width/height of a slider or scrollbar grab
+    ImVec2      DisplaySafeAreaPadding;     // Window positions are clamped to be visible within the display area. If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding.
     ImVec4      Colors[ImGuiCol_COUNT];
 
     IMGUI_API ImGuiStyle();
@@ -556,6 +618,7 @@ struct ImGuiIO
     const char*   LogFilename;              // = "imgui_log.txt"    // Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
     float         MouseDoubleClickTime;     // = 0.30f              // Time for a double-click, in seconds.
     float         MouseDoubleClickMaxDist;  // = 6.0f               // Distance threshold to stay in to validate a double-click, in pixels.
+    float         MouseDragThreshold;       // = 6.0f               // Distance threshold before considering we are dragging
     int           KeyMap[ImGuiKey_COUNT];   // <unset>              // Map of indices into the KeysDown[512] entries array
     void*         UserData;                 // = NULL               // Store your own data for retrieval by callbacks.
 
@@ -569,9 +632,9 @@ struct ImGuiIO
     // User Functions
     //------------------------------------------------------------------
 
-    // REQUIRED: rendering function.
+    // REQUIRED: rendering function. 
     // See example code if you are unsure of how to implement this.
-    void        (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);
+    void        (*RenderDrawListsFn)(ImDrawList** const draw_lists, int count);      
 
     // Optional: access OS clipboard
     // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures)
@@ -594,10 +657,11 @@ struct ImGuiIO
 
     ImVec2      MousePos;                   // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
     bool        MouseDown[5];               // Mouse buttons. ImGui itself only uses button 0 (left button). Others buttons allows to track if mouse is being used by your application + available to user as a convenience via IsMouse** API.
-    float       MouseWheel;                 // Mouse wheel: 1 unit scrolls about 5 lines text.
+    float       MouseWheel;                 // Mouse wheel: 1 unit scrolls about 5 lines text. 
     bool        MouseDrawCursor;            // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
     bool        KeyCtrl;                    // Keyboard modifier pressed: Control
     bool        KeyShift;                   // Keyboard modifier pressed: Shift
+    bool        KeyAlt;                     // Keyboard modifier pressed: Alt
     bool        KeysDown[512];              // Keyboard keys that are pressed (in whatever storage order you naturally have access to keyboard data)
     ImWchar     InputCharacters[16+1];      // List of characters input (translated by user from keypress+keyboard state). Fill using AddInputCharacter() helper.
 
@@ -611,6 +675,7 @@ struct ImGuiIO
     bool        WantCaptureMouse;           // Mouse is hovering a window or widget is active (= ImGui will use your mouse input)
     bool        WantCaptureKeyboard;        // Widget is active (= ImGui will use your keyboard input)
     float       Framerate;                  // Framerate estimation, in frame per second. Rolling average estimation based on IO.DeltaTime over 120 frames
+    int         MetricsRenderVertices;      // Vertices processed during last call to Render()
 
     //------------------------------------------------------------------
     // [Internal] ImGui will maintain those fields for you
@@ -624,6 +689,7 @@ struct ImGuiIO
     bool        MouseDoubleClicked[5];      // Has mouse button been double-clicked?
     bool        MouseDownOwned[5];          // Track if button was clicked inside a window. We don't request mouse capture from the application if click started outside ImGui bounds.
     float       MouseDownTime[5];           // Time the mouse button has been down
+    float       MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the click point
     float       KeysDownTime[512];          // Time the keyboard key has been down
 
     IMGUI_API   ImGuiIO();
@@ -686,7 +752,6 @@ struct ImGuiTextBuffer
     ImVector<char>      Buf;
 
     ImGuiTextBuffer()   { Buf.push_back(0); }
-    ~ImGuiTextBuffer()  { }
     const char*         begin() const { return &Buf.front(); }
     const char*         end() const { return &Buf.back(); }      // Buf is zero-terminated, so end() will point on the zero-terminator
     size_t              size() const { return Buf.size()-1; }
@@ -706,13 +771,13 @@ struct ImGuiTextBuffer
 // - You want to store custom debug data easily without adding or editing structures in your code.
 struct ImGuiStorage
 {
-    struct Pair
-    {
-        ImGuiID key;
-        union { int val_i; float val_f; void* val_p; };
-        Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
-        Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
-        Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
+    struct Pair 
+    { 
+        ImGuiID key; 
+        union { int val_i; float val_f; void* val_p; };        
+        Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } 
+        Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } 
+        Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } 
     };
     ImVector<Pair>    Data;
 
@@ -727,7 +792,7 @@ struct ImGuiStorage
     IMGUI_API void*   GetVoidPtr(ImGuiID key) const; // default_val is NULL
     IMGUI_API void    SetVoidPtr(ImGuiID key, void* val);
 
-    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set.
+    // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. 
     // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
     // - A typical use case where this is convenient:
     //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
@@ -824,6 +889,7 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
 // At the moment, each ImGui window contains its own ImDrawList but they could potentially be merged in the future.
 // If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
 // You can interleave normal ImGui:: calls and adding primitives to the current draw list.
+// All positions are in screen coordinates (0,0=top-left, 1 pixel per unit). Primitives are always added to the list and not culled (culling is done at render time and at a higher-level by ImGui:: functions).
 // Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
 struct ImDrawList
 {
@@ -833,38 +899,43 @@ struct ImDrawList
 
     // [Internal to ImGui]
     ImVector<ImVec4>        clip_rect_stack;    // [Internal]
-    ImVector<ImTextureID>   texture_id_stack;   // [Internal]
+    ImVector<ImTextureID>   texture_id_stack;   // [Internal] 
     ImDrawVert*             vtx_write;          // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
 
     ImDrawList() { Clear(); }
     IMGUI_API void  Clear();
+    IMGUI_API void  ClearFreeMemory();
     IMGUI_API void  PushClipRect(const ImVec4& clip_rect);          // Scissoring. The values are x1, y1, x2, y2.
+    IMGUI_API void  PushClipRectFullScreen();
     IMGUI_API void  PopClipRect();
     IMGUI_API void  PushTextureID(const ImTextureID& texture_id);
     IMGUI_API void  PopTextureID();
 
-    // Primitives
-    IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
-    IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
-    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
+    // Primitives   
+    IMGUI_API void  AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
+    IMGUI_API void  AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
+    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
     IMGUI_API void  AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
     IMGUI_API void  AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
     IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
-    IMGUI_API void  AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris = false, const ImVec2& third_point_offset = ImVec2(0,0));
-    IMGUI_API void  AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL);
+    IMGUI_API void  AddArcFast(const ImVec2& center, float radius, ImU32 col, int a_min_12, int a_max_12, bool filled = false, const ImVec2& third_point_offset = ImVec2(0,0)); // Angles in 0..12 range
+    IMGUI_API void  AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL);
     IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
 
     // Advanced
-    IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);   // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
-    IMGUI_API void  AddDrawCmd();               // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
+    IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
+    IMGUI_API void  AddDrawCmd();                                               // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
 
     // Internal helpers
-    IMGUI_API void  ReserveVertices(unsigned int vtx_count);
-    IMGUI_API void  AddVtx(const ImVec2& pos, ImU32 col);
-    IMGUI_API void  AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv);
-    IMGUI_API void  AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
+    IMGUI_API void  PrimReserve(unsigned int vtx_count);
+    IMGUI_API void  PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
+    IMGUI_API void  PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);
+    IMGUI_API void  PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
+    IMGUI_API void  PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
+    IMGUI_API void  PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
     IMGUI_API void  UpdateClipRect();
     IMGUI_API void  UpdateTextureID();
+    IMGUI_API void  PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col)  { vtx_write->pos = pos; vtx_write->uv = uv; vtx_write->col = col; vtx_write++; }
 };
 
 // Load and rasterize multiple TTF fonts into a same texture.
@@ -874,14 +945,15 @@ struct ImDrawList
 //  2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
 //  3. Upload the pixels data into a texture within your graphics system.
 //  4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
-//  5. Call ClearPixelsData() to free textures memory on the heap.
+//  5. Call ClearTexData() to free textures memory on the heap.
 struct ImFontAtlas
 {
     IMGUI_API ImFontAtlas();
     IMGUI_API ~ImFontAtlas();
     IMGUI_API ImFont*           AddFontDefault();
     IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0);
-    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* in_ttf_data, size_t in_ttf_data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // Pass ownership of 'in_ttf_data' memory.
+    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* in_ttf_data, unsigned int in_ttf_data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // Pass ownership of 'in_ttf_data' memory, will be deleted after build
+    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* in_compressed_ttf_data, unsigned int in_compressed_ttf_data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // 'in_compressed_ttf_data' untouched and still owned by caller. compress with binary_to_compressed_c.
     IMGUI_API void              ClearTexData();             // Saves RAM once the texture has been copied to graphics memory.
     IMGUI_API void              Clear();
 
@@ -895,7 +967,7 @@ struct ImFontAtlas
     IMGUI_API void              SetTexID(void* id)  { TexID = id; }
 
     // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
-    // (Those functions could be static, aren't so simple use case doesn't have to refer to the ImFontAtlas:: type ever if in their code)
+    // (Those functions could be static but aren't so most users don't have to refer to the ImFontAtlas:: name ever if in their code; just using io.Fonts->)
     IMGUI_API const ImWchar*    GetGlyphRangesDefault();    // Basic Latin, Extended Latin
     IMGUI_API const ImWchar*    GetGlyphRangesJapanese();   // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
     IMGUI_API const ImWchar*    GetGlyphRangesChinese();    // Japanese + full set of about 21000 CJK Unified Ideographs
@@ -907,7 +979,6 @@ struct ImFontAtlas
     unsigned int*               TexPixelsRGBA32;    // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
     int                         TexWidth;
     int                         TexHeight;
-    ImVec2                      TexExtraDataPos;    // Position of our rectangle where we draw non-font graphics
     ImVec2                      TexUvWhitePixel;    // Texture coordinates to a white pixel (part of the TexExtraData block)
     ImVector<ImFont*>           Fonts;
 
@@ -916,7 +987,7 @@ struct ImFontAtlas
     ImVector<ImFontAtlasData*>  InputData;          // Internal data
     IMGUI_API bool              Build();            // Build pixels data. This is automatically for you by the GetTexData*** functions.
     IMGUI_API void              ClearInputData();   // Clear the input TTF data.
-    IMGUI_API void              RenderCustomTexData();
+    IMGUI_API void              RenderCustomTexData(int pass, void* rects);
 };
 
 // TTF font loading and rendering
@@ -948,19 +1019,19 @@ struct ImFont
 
     // Methods
     IMGUI_API ImFont();
-    IMGUI_API ~ImFont() { Clear(); }
-    IMGUI_API void                  Clear();
-    IMGUI_API void                  BuildLookupTable();
-    IMGUI_API const Glyph*          FindGlyph(unsigned short c) const;
-    IMGUI_API void                  SetFallbackChar(ImWchar c);
-    IMGUI_API bool                  IsLoaded() const        { return ContainerAtlas != NULL; }
+    IMGUI_API ~ImFont();
+    IMGUI_API void              Clear();
+    IMGUI_API void              BuildLookupTable();
+    IMGUI_API const Glyph*      FindGlyph(unsigned short c) const;
+    IMGUI_API void              SetFallbackChar(ImWchar c);
+    IMGUI_API bool              IsLoaded() const        { return ContainerAtlas != NULL; }
 
     // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
     // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
-    IMGUI_API ImVec2                CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
-    IMGUI_API ImVec2                CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const;                 // wchar
-    IMGUI_API void                  RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const;
-    IMGUI_API const char*           CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
+    IMGUI_API ImVec2            CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
+    IMGUI_API ImVec2            CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const;                 // wchar
+    IMGUI_API void              RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const;
+    IMGUI_API const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
 };
 
 //---- Include imgui_user.h at the end of imgui.h

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