diff --git a/imgui.cpp b/imgui.cpp index d8c68f83..acc1ca47 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -600,7 +600,7 @@ Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API) A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags. Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like. - - You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows. + - You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows (1 overlay per viewport). - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData. Q: I integrated Dear ImGui in my engine and the text or lines are blurry.. @@ -2245,10 +2245,11 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max)) { ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - g.OverlayDrawList.AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); - g.OverlayDrawList.AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); - g.OverlayDrawList.AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); - g.OverlayDrawList.AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + ImDrawList* draw_list = ImGui::GetOverlayDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { @@ -2256,8 +2257,9 @@ static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); - g.OverlayDrawList.AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); - g.OverlayDrawList.AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); + ImDrawList* draw_list = ImGui::GetOverlayDrawList(window); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); + draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); } } #endif @@ -2691,9 +2693,17 @@ int ImGui::GetFrameCount() return GImGui->FrameCount; } +ImDrawList* ImGui::GetOverlayDrawList(ImGuiWindow* window) +{ + IM_ASSERT(window && window->Viewport); + return window->Viewport->OverlayDrawList; +} + ImDrawList* ImGui::GetOverlayDrawList() { - return &GImGui->OverlayDrawList; + ImGuiWindow* window = GImGui->CurrentWindow; + IM_ASSERT(window && window->Viewport); + return window->Viewport->OverlayDrawList; } ImDrawListSharedData* ImGui::GetDrawListSharedData() @@ -2946,7 +2956,7 @@ static void NavScrollToBringItemIntoView(ImGuiWindow* window, ImRect& item_rect_ { // Scroll to keep newly navigated item fully into view ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); - //g.OverlayDrawList.AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG] + //GetOverlayDrawList(window)->AddRect(window->Pos + window_rect_rel.Min, window->Pos + window_rect_rel.Max, IM_COL32_WHITE); // [DEBUG] if (window_rect_rel.Contains(item_rect_rel)) return; @@ -3247,8 +3257,8 @@ static void ImGui::NavUpdate() //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG] g.NavScoringCount = 0; #if IMGUI_DEBUG_NAV_RECTS - if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) g.OverlayDrawList.AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] - if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames <= 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames <= 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredMousePos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } #endif } @@ -3592,6 +3602,15 @@ void ImGui::RenderPlatformWindows(void* platform_render_arg, void* renderer_rend } } +static void SetupOverlayDrawList(ImDrawList* draw_list, ImGuiViewport* viewport) +{ + ImGuiContext& g = *GImGui; + draw_list->Clear(); + draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); + draw_list->Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); +} + void ImGui::NewFrame() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); @@ -3659,16 +3678,13 @@ void ImGui::NewFrame() g.DrawListSharedData.ClipRectFullscreen = ImVec4(0.0f, 0.0f, virtual_space_max.x, virtual_space_max.y); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.OverlayDrawList.Clear(); - g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID); - g.OverlayDrawList.PushClipRectFullScreen(); - g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0); - - // Mark rendering data as invalid to prevent user who may have a handle on it to use it + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. Setup Overlay draw list for the viewport. for (int n = 0; n < g.Viewports.Size; n++) { - g.Viewports[n]->DrawData = NULL; - g.Viewports[n]->DrawDataP.Clear(); + ImGuiViewportP* viewport = g.Viewports[n]; + viewport->DrawData = NULL; + viewport->DrawDataP.Clear(); + SetupOverlayDrawList(viewport->OverlayDrawList, viewport); } // Clear reference to active widget if the widget isn't alive anymore @@ -3983,7 +3999,7 @@ void ImGui::Initialize(ImGuiContext* context) g.SettingsHandlers.push_front(ini_handler); // Create default viewport - ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(&g.DrawListSharedData); viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; viewport->Idx = 0; g.Viewports.push_back(viewport); @@ -4047,7 +4063,6 @@ void ImGui::Shutdown(ImGuiContext* context) for (int i = 0; i < g.Viewports.Size; i++) IM_DELETE(g.Viewports[i]); g.Viewports.clear(); - g.OverlayDrawList.ClearFreeMemory(); g.PrivateClipboard.clear(); g.InputTextState.Text.clear(); g.InputTextState.InitialText.clear(); @@ -4483,17 +4498,25 @@ void ImGui::Render() ImVec2 offset, size, uv[4]; if (g.IO.MouseDrawCursor && g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2])) { - const ImVec2 pos = g.IO.MousePos - offset; + // We need to account for the possibility of the mouse cursor straddling multiple viewports... + const ImVec2 main_pos = g.IO.MousePos - offset; const ImTextureID tex_id = g.IO.Fonts->TexID; const float sc = g.Style.MouseCursorScale; - g.OverlayDrawList.PushClipRect(g.MousePosViewport->Pos, g.MousePosViewport->Pos + g.MousePosViewport->Size); - g.OverlayDrawList.PushTextureID(tex_id); - g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow - g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow - g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border - g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill - g.OverlayDrawList.PopTextureID(); - g.OverlayDrawList.PopClipRect(); + for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) + { + ImGuiViewportP* viewport = g.Viewports[viewport_n]; + ImVec2 pos = (g.MousePosViewport == viewport) ? main_pos : ConvertPlatformPosToViewportPos(ConvertViewportPosToPlatformPos(main_pos, g.MousePosViewport), viewport); + if (viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(2,2)*sc + size * sc))) + { + ImDrawList* draw_list = viewport->OverlayDrawList; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos+ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow + draw_list->AddImage(tex_id, pos+ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow + draw_list->AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border + draw_list->AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill + draw_list->PopTextureID(); + } + } } // Setup ImDrawData structures for end-user @@ -4502,7 +4525,7 @@ void ImGui::Render() { ImGuiViewportP* viewport = g.Viewports[n]; viewport->DrawDataBuilder.FlattenIntoSingleLayer(); - AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], &g.OverlayDrawList); + AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], viewport->OverlayDrawList); SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount; g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount; @@ -4605,12 +4628,19 @@ ImGuiViewportP* ImGui::Viewport(ImGuiWindow* window, ImGuiID id, ImGuiViewportFl else { // New viewport - viewport = IM_NEW(ImGuiViewportP)(); + viewport = IM_NEW(ImGuiViewportP)(&g.DrawListSharedData); viewport->ID = id; viewport->Idx = g.Viewports.Size; viewport->Pos = ImVec2(g.Viewports.back()->GetNextX(), 0.0f); viewport->Size = size; g.Viewports.push_back(viewport); + + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // 1. We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame + // 2. Our ImDrawList system requires that there is always a command, SetupOverlayDrawList() effectively does that by setting up texture and clip rect + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + SetupOverlayDrawList(viewport->OverlayDrawList, viewport); } IM_ASSERT(viewport->Pos.y == 0.0f); @@ -6619,7 +6649,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio)); for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) if (g.Viewports[viewport_n] != window->Viewport) - g.OverlayDrawList.AddRectFilled(g.Viewports[viewport_n]->Pos, g.Viewports[viewport_n]->Pos + g.Viewports[viewport_n]->Size, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio)); + g.Viewports[viewport_n]->OverlayDrawList->AddRectFilled(g.Viewports[viewport_n]->Pos, g.Viewports[viewport_n]->Pos + g.Viewports[viewport_n]->Size, GetColorU32(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio)); } // Draw navigation selection/windowing rectangle background @@ -13925,7 +13955,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) struct Funcs { - static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label) + static void NodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, ImDrawList* draw_list, const char* label) { bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size); if (draw_list == ImGui::GetWindowDrawList()) @@ -13936,7 +13966,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } - ImDrawList* overlay_draw_list = ImGui::GetOverlayDrawList(); // Render additional visuals into the top-most draw list + ImDrawList* overlay_draw_list = viewport->OverlayDrawList; // Render additional visuals into the top-most draw list if (window && ImGui::IsItemHovered()) overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) @@ -14008,7 +14038,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window)) return; ImGuiWindowFlags flags = window->Flags; - NodeDrawList(window, window->DrawList, "DrawList"); + NodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y); ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s..)", flags, (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", @@ -14068,7 +14098,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : ""); for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) - Funcs::NodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + Funcs::NodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); ImGui::TreePop(); } } @@ -14111,8 +14141,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) char buf[32]; ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); float font_size = ImGui::GetFontSize() * 2; - g.OverlayDrawList.AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); - g.OverlayDrawList.AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf); + window->Viewport->OverlayDrawList->AddRectFilled(window->PosFloat, window->PosFloat + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); + window->Viewport->OverlayDrawList->AddText(NULL, font_size, window->PosFloat, IM_COL32(255, 255, 255, 255), buf); } } } diff --git a/imgui.h b/imgui.h index 79ec5531..2b2b22e9 100644 --- a/imgui.h +++ b/imgui.h @@ -502,7 +502,7 @@ namespace ImGui 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 float GetTime(); IMGUI_API int GetFrameCount(); - IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered one, it covers all viewports. useful to quickly draw overlays shapes/text + IMGUI_API ImDrawList* GetOverlayDrawList(); // this draw list will be the last rendered. it covers the entire current viewport. 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) diff --git a/imgui_internal.h b/imgui_internal.h index 4ded4942..682d3e77 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -517,11 +517,13 @@ struct ImGuiViewportP : public ImGuiViewport int LastFrameAsRefViewport; // Last frame number this viewport was io.MouseViewportRef ImGuiID LastNameHash; ImGuiWindow* Window; + ImDrawList* OverlayDrawList; // For convenience, a draw list we can render to that's always rendered last (we use it to draw software mouse cursor when io.MouseDrawCursor is set) ImDrawData DrawDataP; ImDrawDataBuilder DrawDataBuilder; ImVec2 RendererLastSize; - ImGuiViewportP() { Idx = 1; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Window = NULL; DrawData = NULL; RendererLastSize = ImVec2(-1.0f,-1.0f); } + ImGuiViewportP(ImDrawListSharedData* draw_list_shared_data) { Idx = 1; LastFrameActive = LastFrameAsRefViewport = -1; LastNameHash = 0; Window = NULL; OverlayDrawList = IM_NEW(ImDrawList)(draw_list_shared_data); OverlayDrawList->_OwnerName = "##Overlay"; RendererLastSize = ImVec2(-1.0f,-1.0f); } + ~ImGuiViewportP() { IM_DELETE(OverlayDrawList); } ImRect GetRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } float GetNextX() const { const float SPACING = 4.0f; return Pos.x + Size.x + SPACING; } }; @@ -634,7 +636,7 @@ struct ImGuiContext // Viewports ImVector Viewports; ImGuiPlatformData PlatformData; // This is essentially the public facing version of the Viewports vector (it is updated in UpdatePlatformWindows and exclude the viewports about to be destroyed) - ImGuiViewportP* CurrentViewport; + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() ImGuiViewportP* MousePosViewport; ImGuiViewportP* MousePosPrevViewport; ImGuiViewportP* MouseHoveredPrevViewport; @@ -676,7 +678,6 @@ struct ImGuiContext // Render float ModalWindowDarkeningRatio; - ImDrawList OverlayDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set + a few debug overlays ImGuiMouseCursor MouseCursor; // Drag and Drop @@ -731,7 +732,7 @@ struct ImGuiContext int WantTextInputNextFrame; char TempBuffer[1024*3+1]; // temporary text buffer - ImGuiContext(ImFontAtlas* shared_font_atlas) : OverlayDrawList(NULL) + ImGuiContext(ImFontAtlas* shared_font_atlas) { Initialized = false; Font = NULL; @@ -794,8 +795,6 @@ struct ImGuiContext NavMoveDir = NavMoveDirLast = ImGuiDir_None; ModalWindowDarkeningRatio = 0.0f; - OverlayDrawList._Data = &DrawListSharedData; - OverlayDrawList._OwnerName = "##Overlay"; // Give it a name for debugging MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = false; @@ -1097,6 +1096,7 @@ namespace ImGui IMGUI_API void PopItemFlag(); IMGUI_API void SetCurrentFont(ImFont* font); + IMGUI_API ImDrawList* GetOverlayDrawList(ImGuiWindow* window); IMGUI_API void OpenPopupEx(ImGuiID id); IMGUI_API void ClosePopup(ImGuiID id);