<commit_before>package imgui.imgui

import gli_.has
import gli_.hasnt
import glm_.f
import glm_.glm
import glm_.i
import glm_.vec2.Vec2
import imgui.*
import imgui.ImGui.currentWindow
import imgui.ImGui.endColumns
import imgui.ImGui.findBestWindowPosForPopup
import imgui.ImGui.findWindowByName
import imgui.ImGui.topMostPopupModal
import imgui.ImGui.getColorU32
import imgui.ImGui.io
import imgui.ImGui.isMouseHoveringRect
import imgui.ImGui.navInitWindow
import imgui.ImGui.popClipRect
import imgui.ImGui.pushClipRect
import imgui.ImGui.style
import imgui.imgui.imgui_main.Companion.clampWindowRect
import imgui.imgui.imgui_main.Companion.renderWindowDecorations
import imgui.imgui.imgui_main.Companion.renderWindowTitleBarContents
import imgui.imgui.imgui_main.Companion.updateManualResize
import imgui.internal.*
import kotlin.math.max
import kotlin.reflect.KMutableProperty0
import imgui.WindowFlag as Wf
import imgui.internal.ItemFlag as If
import imgui.internal.LayoutType as Lt


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

    fun begin(name: String, pOpen: BooleanArray, flags: WindowFlags): Boolean =  begin(name, pOpen, 0, flags)

    fun begin(name: String, pOpen: BooleanArray?, index: Int, flags: WindowFlags): Boolean = when (pOpen) {
        null -> begin(name, null, flags)
        else -> withBoolean(pOpen, 0) { begin(name, it, flags) }
    }

    /**  Push a new Dear ImGui window to add widgets to:
    - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use
    widgets without explicitly calling a Begin/End pair.
    - Begin/End can be called multiple times during the frame with the same window name to append content.
    - The window name is used as a unique identifier to preserve window information across frames (and save
    rudimentary information to the .ini file).
    You can use the "##" or "###" markers to use the same label with different id, or same id with different
    label. See documentation at the top of this file.<commit_msg>fixed small bug<commit_after>package imgui.imgui

import gli_.has
import gli_.hasnt
import glm_.f
import glm_.glm
import glm_.i
import glm_.vec2.Vec2
import imgui.*
import imgui.ImGui.currentWindow
import imgui.ImGui.endColumns
import imgui.ImGui.findBestWindowPosForPopup
import imgui.ImGui.findWindowByName
import imgui.ImGui.topMostPopupModal
import imgui.ImGui.getColorU32
import imgui.ImGui.io
import imgui.ImGui.isMouseHoveringRect
import imgui.ImGui.navInitWindow
import imgui.ImGui.popClipRect
import imgui.ImGui.pushClipRect
import imgui.ImGui.style
import imgui.imgui.imgui_main.Companion.clampWindowRect
import imgui.imgui.imgui_main.Companion.renderWindowDecorations
import imgui.imgui.imgui_main.Companion.renderWindowTitleBarContents
import imgui.imgui.imgui_main.Companion.updateManualResize
import imgui.internal.*
import kotlin.math.max
import kotlin.reflect.KMutableProperty0
import imgui.WindowFlag as Wf
import imgui.internal.ItemFlag as If
import imgui.internal.LayoutType as Lt


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

    fun begin(name: String, pOpen: BooleanArray, flags: WindowFlags): Boolean =  begin(name, pOpen, 0, flags)

    fun begin(name: String, pOpen: BooleanArray?, index: Int, flags: WindowFlags): Boolean = when (pOpen) {
        null -> begin(name, null, flags)
        else -> withBoolean(pOpen, index) { begin(name, it, flags) }
    }

    /**  Push a new Dear ImGui window to add widgets to:
    - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use
    widgets without explicitly calling a Begin/End pair.
    - Begin/End can be called multiple times during the frame with the same window name to append content.
    - The window name is used as a unique identifier to preserve window information across frames (and save
    rudimentary information to the .ini file).
    You can use the "##" or "###" markers to use the same label with different id, or same id with different
    label. See documentation at the top of this file.
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{'dir': 'git-commits-cleaned', 'id': '928387', 'n_tokens_mistral': 1651, 'n_tokens_neox': 1617, 'n_words': 665}