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//! # Dear ImGui - Rust Bindings with Docking Support
//!
//! High-level Rust bindings for Dear ImGui, the immediate mode GUI library.
//! This crate provides safe, idiomatic Rust bindings with full support for
//! docking and multi-viewport features.
//!
//! ## Features
//!
//! - Safe, idiomatic Rust API
//! - Full docking and multi-viewport support
//! - Builder pattern for widgets
//! - Memory-safe string handling
//! - Integration with modern Rust graphics ecosystems
//!
//! ## Quick Start
//!
//! ```no_run
//! use dear_imgui_rs::*;
//!
//! let mut ctx = Context::create();
//! let ui = ctx.frame();
//!
//! ui.window("Hello World")
//! .size([300.0, 100.0], Condition::FirstUseEver)
//! .build(|| {
//! ui.text("Hello, world!");
//! ui.text("This is Dear ImGui with docking support!");
//! });
//! ```
//!
//! ## Math Interop (mint/glam)
//!
//! Many drawing and coordinate-taking APIs accept `impl Into<sys::ImVec2>` so you can pass:
//! - `[f32; 2]` or `(f32, f32)`
//! - `dear_imgui_sys::ImVec2`
//! - `mint::Vector2<f32>` (via `dear-imgui-sys` conversions)
//! - With the optional `glam` feature, `glam::Vec2` directly (via `impl From<glam::Vec2> for ImVec2` in `dear-imgui-sys`)
//!
//! Example:
//! ```no_run
//! # use dear_imgui_rs::*;
//! # fn demo(ui: &Ui) {
//! let dl = ui.get_window_draw_list();
//! dl.add_line([0.0, 0.0], [100.0, 100.0], [1.0, 1.0, 1.0, 1.0]).build();
//! // Also works with mint::Vector2<f32>
//! let a = mint::Vector2 { x: 10.0, y: 20.0 };
//! let b = mint::Vector2 { x: 30.0, y: 40.0 };
//! dl.add_rect(a, b, [1.0, 0.0, 0.0, 1.0]).build();
//! // And with glam::Vec2 when the `glam` feature is enabled
//! #[cfg(feature = "glam")]
//! {
//! let a = glam::Vec2::new(10.0, 20.0);
//! let b = glam::Vec2::new(30.0, 40.0);
//! dl.add_rect(a, b, [0.0, 1.0, 0.0, 1.0]).build();
//! }
//! # }
//! ```
//!
//! ## Textures (ImGui 1.92+)
//!
//! You can pass either a legacy `TextureId` or a Context-owned managed texture handle:
//!
//! ```no_run
//! # use dear_imgui_rs::*;
//! # fn demo(context: &mut Context) -> Result<(), texture::TextureDataError> {
//! // 1) Legacy handle
//! let tex_id = texture::TextureId::new(0x1234);
//! // 2) Transfer an owned texture into this Context.
//! let tex = texture::OwnedTextureData::from_pixels(
//! texture::TextureFormat::RGBA32,
//! 256,
//! 256,
//! &vec![255; 256 * 256 * 4],
//! )?;
//! let managed = context.register_texture(tex);
//! let ui = context.frame();
//! ui.image(tex_id, [64.0, 64.0]);
//! ui.image(managed, [256.0, 256.0]);
//! # Ok(())
//! # }
//! ```
//!
//! `TextureRef<'tex>` is pointer-free for user textures. It stores either a legacy value handle, a
//! Context/slot/generation managed identity, or an internal font-atlas reference backed by an owner
//! lease. The owning `Ui` resolves managed handles immediately before FFI and rejects foreign,
//! stale, or retiring handles first.
//!
//! ### Texture Management Guide
//!
//! - Concepts:
//! - `TextureId`: legacy plain handle (e.g., GL texture name, Vk descriptor).
//! - `OwnedTextureData`: transferable CPU-side texture allocation prepared before registration.
//! - `ManagedTextureId`: opaque Context/slot/generation identity used by widgets and draw lists.
//! - `ManagedTextureRef` / `ManagedTextureMut`: non-escaping Context-scoped inspection and pixel
//! updates which do not expose native pointers or renderer-owned fields.
//! - `TextureRef<'tex>`: logical image source constructed from `TextureId`, `ManagedTextureId`,
//! or an owner-backed font-atlas texture lease.
//! - Basic flow:
//! 1. Create `OwnedTextureData` with `from_pixels(format, w, h, pixels)`; the payload length is
//! validated exactly before native allocation.
//! 2. Transfer ownership with `Context::register_texture(tex)` and retain its handle.
//! 3. Mutate before a frame with `Context::try_with_texture_mut(handle, |tex| ...)`, using
//! `replace_pixels()` for a full replacement or `update_subresource()` for a strided region.
//! 4. Use the handle in UI via `ui.image(handle, size)` or draw-list APIs.
//! 5. Call `Context::remove_texture(handle)` to begin generation-safe retirement.
//! 6. A renderer processes request-owned bytes from `PendingFrame::texture_requests()` or
//! `FrameSnapshot::texture_requests()` and returns feedback created by each request.
//! - Alternatives: when you already have a GPU handle, pass `TextureId` directly.
//!
//! ## Renderer Integration (Modern Textures)
//!
//! When integrating a renderer backend (WGPU, OpenGL, etc.) with ImGui 1.92+:
//! - Create one `SynchronousRendererConsumer` or `DetachedRendererConsumer` from the Context and
//! keep it alive with that renderer path. This explicitly claims managed font-atlas ownership.
//! - Set `BackendFlags::RENDERER_HAS_TEXTURES` before the first frame. Do not call
//! `LegacyFontAtlas::build`; managed renderers build and upload the atlas from texture requests.
//! - Synchronous renderer APIs consume a Context-borrowed `PendingFrame`, reconcile it, then draw
//! the resulting `ReconciledFrame`; detached renderers consume a move-only `FrameSnapshot`.
//! - Each frame, give every texture request one explicit `uploaded`, `destroyed`, `superseded`, or
//! `retry` outcome.
//! - Reconcile synchronous feedback before rendering draw commands that depend on new IDs;
//! `cargo run -j 1 -p dear-imgui-rs --example custom_renderer_headless` is the executable
//! reference for the complete synchronous request, draw, and reset sequence.
//! detached snapshots commit feedback when their GPU work is complete.
//! - Bind [`DrawCmdParams::texture_id`](render::DrawCmdParams::texture_id). Command iteration
//! resolves the effective ID for both legacy and managed texture references.
//! - Before destroying the renderer's complete GPU texture map, call
//! `Context::prepare_renderer_texture_reset`. Destroy the map only after preparation succeeds,
//! then commit the permit before dropping the consumer.
//!
//! Pseudocode outline:
//! ```ignore
//! // 1) Configure context
//! let consumer = context.create_synchronous_renderer_consumer()?;
//! context.io_mut().set_backend_flags(
//! context.io().backend_flags() | BackendFlags::RENDERER_HAS_TEXTURES,
//! );
//! let pending = context.render(&consumer);
//! let mut feedback = Vec::new();
//! for request in pending.texture_requests() {
//! feedback.push(match request.operation() {
//! TextureOp::Create { .. } | TextureOp::Update { .. } =>
//! request.uploaded(upload_to_gpu(request))?,
//! TextureOp::Destroy => {
//! destroy_gpu_texture(request.texture());
//! request.destroyed()?
//! }
//! });
//! }
//! let frame = pending.reconcile_texture_feedback(feedback)?;
//!
//! // Rendering uses IDs resolved by the owning Context.
//! for draw_list in frame.draw_data().draw_lists() {
//! for cmd in draw_list.commands() {
//! match cmd {
//! Elements { cmd_params, .. } => {
//! bind_texture(cmd_params.texture_id);
//! draw(cmd_params);
//! }
//! _ => { /* ... */ }
//! }
//! }
//! }
//! drop(frame);
//!
//! // Shutdown only after every frame and its GPU work has completed.
//! let reset = context.prepare_renderer_texture_reset(&consumer)?;
//! destroy_all_gpu_textures();
//! reset.commit();
//! drop(consumer);
//! ```
//!
//! For thread-safe render work, register one renderer consumer and capture a Context-created,
//! move-only `render::FrameSnapshot`.
//!
//! ## Safe API Migration Notes
//!
//! The safe layer intentionally rejects old patterns that depended on hidden C current-context or
//! aliasing state:
//!
//! - Use `TextureId` for legacy handles and `ManagedTextureId` for Context-owned textures.
//! - Borrowed `&mut TextureData` is intentionally not an image source; transfer ownership with
//! `Context::register_texture` and mutate it through a Context-scoped closure.
//! - Synchronous renderer backends turn a Context-borrowed `PendingFrame` into a drawable
//! `ReconciledFrame`; detached renderers consume a move-only `FrameSnapshot` and commit
//! request-bound feedback.
//! - `FontId` is a persistent, atlas-validated handle. It may be stored in style state, but
//! `Ui::push_font`, `DrawListMut::add_text_with_font`, and `Ui::push_font_with_size` validate the
//! active atlas before entering FFI. `FontAtlas::clear`,
//! `clear_fonts`, and `remove_font` invalidate existing `FontId` values from that atlas.
//! - `Context::font_atlas()` returns `&FontAtlas`; use `font_atlas()` for startup-time font
//! loading and atlas mutation.
//! - RAII tokens for windows, stacks, popups, tables, draw-list texture stacks, and extension scopes
//! are UI/current-context scoped and `!Send + !Sync`. Drop them on the creating UI thread.
//! - Use `Ui::with_state_storage` for a panic-safe, nested state-storage override. Both the
//! replacement and its `StateStorage` view are confined to the closure.
//! - Use `Ui::with_multi_select` for advanced multi-select flows. It returns an owned
//! `MultiSelectResult`; no view into Dear ImGui's temporary begin/end IO escapes the closure.
//!
//! ## Colors (ImU32 ABGR)
//!
//! Dear ImGui uses a packed 32-bit color in ABGR order for low-level APIs (aka `ImU32`).
//! When you need a packed color (e.g. `TableSetBgColor`), use `colors::Color::to_imgui_u32()`:
//!
//! ```no_run
//! # use dear_imgui_rs::*;
//! # fn demo(ui: &Ui) {
//! // Pack RGBA floats to ImGui ABGR (ImU32)
//! let abgr = Color::rgb(1.0, 0.0, 0.0).to_imgui_u32();
//! ui.table_set_cell_bg_color_u32(abgr, TableColumnRef::Current);
//! # }
//! ```
//!
//! For draw-list helpers you can continue to pass `[f32;4]` or use `draw::ImColor32` which
//! represents the same ABGR packed value in a convenient wrapper.
//!
//! ## Text Input (String vs ImString)
//!
//! This crate offers two ways to edit text:
//! - String-backed builders: `ui.input_text(label, &mut String)` and
//! `ui.input_text_multiline(label, &mut String, size)`.
//! - Internally stage a growable UTF�? buffer for the call and copy the
//! edited bytes back into your `String` afterwards.
//! - For very large fields, use `.capacity_hint(bytes)` on the builder to
//! reduce reallocations, e.g.:
//! ```no_run
//! # use dear_imgui_rs::*;
//! # fn demo(ui: &Ui, big: &mut String) {
//! ui.input_text("Big", big)
//! .capacity_hint(64 * 1024)
//! .build();
//! # }
//! ```
//! - ImString-backed builders: `ui.input_text_imstr(label, &mut ImString)` and
//! `ui.input_text_multiline_imstr(label, &mut ImString, size)`.
//! - Zero‑copy: pass your `ImString` buffer directly to ImGui.
//! - Uses ImGui's `CallbackResize` under the hood to grow the same buffer the
//! widget edits �?no copy before/after the call.
//!
//! Choose String for convenience (especially for small/medium inputs). Prefer
//! ImString when you want to avoid copies for large or frequently edited text.
//! ## Low-level Draw APIs
//!
//! Draw list wrappers expose both high-level primitives and some low-level building blocks:
//!
//! - Concave polygons (ImGui 1.92+):
//! - `DrawListMut::add_concave_poly_filled(&[P], color)` fills an arbitrary concave polygon.
//! - `DrawListMut::path_fill_concave(color)` fills the current path using the concave tessellator.
//! - Note: requires Dear ImGui 1.92 or newer in `dear-imgui-sys`.
//!
//! - Channels splitting:
//! - `DrawListMut::channels_split(count, |channels| { ... })` splits draw into multiple channels
//! and automatically merges on scope exit. Call `channels.set_current(i)` to select a channel.
//!
//! - Clipping helpers:
//! - `push_clip_rect`, `push_clip_rect_full_screen`, `with_clip_rect`, `clip_rect_min`,
//! `clip_rect_max`.
//!
//! - Unsafe prim API (for custom geometry):
//! - `prim_reserve`, `prim_unreserve`, `prim_rect`, `prim_rect_uv`, `prim_quad_uv`,
//! `prim_write_vtx`, `prim_write_idx`, `prim_vtx`.
//! - Safety: these mirror ImGui's low-level geometry functions. Callers must respect vertex/index
//! counts, write exactly the reserved amounts, and ensure valid topology. Prefer high-level
//! helpers unless you need exact control.
//!
//! - Callbacks during draw:
//! - Raw: `unsafe DrawListMut::add_callback` allows passing a C callback and raw userdata; see
//! method docs for safety requirements.
// Re-export the sys crate for advanced users
pub extern crate dear_imgui_sys as sys;
/// Strongly-typed wrapper around ImGuiID.
///
/// This avoids leaking the `sys` type in safe APIs and improves clarity
/// when passing/returning identifiers (e.g., dock ids, viewport ids).
///
/// Construct an explicit user-defined ID with [`Id::from`] and a `u32`. When
/// the ID should follow Dear ImGui's current ID stack, prefer [`Ui::get_id`].
///
/// ```
/// # use dear_imgui_rs::Id;
/// let id = Id::from(42_u32);
/// assert_eq!(id.raw(), 42);
/// ```
ImGuiID);
// Note: do not add From<u32> or From<Id> for u32 here to avoid
// overlapping/conflicting impls on platforms where ImGuiID == u32.
/// Condition for setting window/widget properties
// use std::cell;
// use std::os::raw::c_char;
// Core modules
pub use ;
pub use *;
// Note: draw types are now in render module
pub use *;
pub use *;
pub use *;
pub use *;
pub use *;
pub use *;
pub use *;
pub use *;
// Re-export utility flags/types for convenience
pub use ;
// Utility modules
pub use *;
// pub use self::math::*;
// Widget modules
pub use *;
pub use *;
// Stack management
pub use *;
// Layout and cursor control
pub use *;
// Drag and drop system
pub use *;
// Text filtering system
pub use *;
// Internal modules
// Token system for resource management
// mod math;
// Stack management
// Layout and cursor control
// Drag and drop system
// Text filtering system
// Logging utilities
pub
// Re-export public API
pub use *;
pub use *;
pub use *;
// Export draw-list helpers for extensions and downstream custom drawing.
pub use ;
pub use *;
pub use *;
pub use ;
// Note: draw types are now in render module, no need to export draw::*
pub use *;
pub use *;
// Version information
pub const VERSION: &str = env!;
/// Check if docking features are available
pub const HAS_DOCKING: bool = HAS_DOCKING;
/// Check if FreeType font rasterizer support is compiled in
pub const HAS_FREETYPE: bool = HAS_FREETYPE;
/// Check if WASM support is compiled in (sys layer)
pub const HAS_WASM: bool = HAS_WASM;
/// Returns the underlying Dear ImGui library version