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turns-00031.parquet:40466

11a29b925c816fcbd322cda4
turn 1/1gpt-4o-2024-08-06Turkishunknown country653 words
degenerate_repetitionAbsentFinal dense release
USER
Assistant: 
User: [Give me only the actual fundamental news. Please provide it concisely in list format for an English learner. I prefer exact dates of future events instead of "soon" or "upcoming." If there is any big news worth mentioning, tell me. Finally, tell me what $BAL means. Do not tell me about price technical analysis.]
7h: Top-13 PJTs with Market Cap from $120M to $150M by Fully Diluted Market Cap. . $BB $DRIFT #BIGTIME $MERL $EDU $LSK $ONG $ORBS $ORCA $XVS $SUSHI $VANRY $BAL https://t.co/cXpjW0IRNf
5h: #tarkm https://t.co/BsPJ1Tcgim
4h: Bengals offensive and defensive snap counts from Week 5 vs. BAL https://t.co/UDTh38mjY3
5d: Bu firmaları kaydedin, arısız sahte bal yemeyin!. . Tarım ve Orman Bakanlığı tarafından sahte bal ürettiği tespit edilen ve Denetle ekibimizin de daha önce gündeme getirdiği firmalar tam liste:. . - Hastürk Gıda. - Hünkar Bal. - Bereket Gıda. - Koçhanoğlu. - Kurt Orman Ürünleri. - Mustafa https://t.co/r2YJ5eIeKZ
1w: Hacerle bullying a isu es lo mejor que uno puede hacer en subtwt https://t.co/uoKcSs04me
14h: Eagles remaining non-divisional opponents:. . Week 6: vs CLE (1-4). Week 8: @ CIN (1-4). Week 9: vs JAX (1-4). Week 12: @ LAR (1-4). Week 13: @ BAL (3-2). Week 14: vs CAR (1-4). Week 15: vs PIT (3-1). . A combined .323 winning percentage.
11h: It’s clearly HOU, KC & BAL that are the heavy hitters in the AFC.
9M: SHEESH!! BAL IS BALLING 🐦‍⬛
4h: OH MY GOODNESS YOUHA 😵‍💫 https://t.co/VghBNiBho4
1h: Josh Allen time to throw in those same weeks. . 1 vs ARI - 2.65 seconds. 2 vs MIA - 2.95 seconds. 3 vs JAX - 2.73 seconds . 4 vs BAL - 3.14 seconds . 5 vs HOU -  3.02 seconds . . #Bills #BillsMafia #GoBills
1h: Josh Allen pressure rate by week. . 1 vs ARI - 20%. 2 vs MIA - 30%. 3 vs JAX - 23.5%. 4 vs BAL - 44.1%. 5 vs HOU -  45.7%. . #Bills #BillsMafia #GoBills
9h: [PH GO] NCT Wish - Let's Go Steady MD 02 #NCT296PHGO. . DOO: 10/12. . DOP:. old buyers : (at least 1 fully paid item). 50% dp - 11/15. 50% bal - 11/30. . new buyers : . 50% dp - 10/12 (10 PM). 50% bal - 10/31. . https://t.co/mpoUM2PspI https://t.co/IyAIL1OBDp
1M: Rize'deki bir bakkalda 1 kiloya yakın bal yiyen kedi, fenalık geçirdi. .  https://t.co/jLbeuNl0mn
6M: Hayatımda böyle tatlı bir hikaye görmedim 😍 bal arısı sahiplenilir mi? https://t.co/jsOjducI2U
7m: ZIRAB🔥
1h: 👋 Bored of the meta and can’t wait for #BlackOps6 ? . . Try the Bal-27. Especially if you play mostly resurgence! It’s a really great gun after the multiple buffs it received 🤝 https://t.co/AIGdPDmdc3
19h: Score Update:. BAL 41 - 38 CIN. Final. . No Scorigami. That score has happened 21 times before, most recently on November 12, 2023.
8M: Bim mağazalarında satışa sunulan ballı ve propolisli sütte %3 bal yanı sıra; sofra şekeri ve bal aroma vericisi bulunuyor.. Üründe ayrıca %0,00015 yani;. Yüzde değil,. Binde değil,. Onbinde değil,. Yüzbinde değil,. Milyonda 1,5 oranında propolis bulunuyor.. Şaka mı bu?. @bimturkiye https://t.co/qSmsvAIQqj
Assistant:
ASSISTANT
### Fundamental News Highlights:

1. **Future Events**:
   - No specific future events with exact dates mentioned.

2. **Current News and Updates**:
   - The Baltimore Ravens (abbreviated as BAL in sports contexts) are active in recent discussions, performances, and analyses. 
   - Eagles' upcoming games include a match against BAL in Week 13.
   - A score update from a recent game between BAL and CIN resulted in BAL 41 - 38 CIN.

3. **Reports and Insights**:
   - Josh Allen's performance against various teams, including pressure rates and time to throw stats against BAL.
   - Mention of various projects with market caps, including BAL (likely referring to a crypto project or entity).

### Additional Information:

- **$BAL**:
  - In finance, particularly within decentralized finance (DeFi), "$BAL" refers to Balancer, a cryptocurrency and a DeFi protocol that allows users to create liquidity pools with multiple tokens.

turns-00031.parquet:40467

0823075302ca155b16c9b910
turn 1/1o1-mini-2024-09-12EnglishGermany530 words
degenerate_repetitionAbsentFinal dense release
USER
Refactor (is the else after return unnessecary?). def adjust_and_save_image(
    img: np.ndarray,
    path: Path,
    image_processor: 'ImageProcessor',
    temp_folder: Path,
    diff_threshold: int = Config.COLORDIFF_THRESHOLD,
    fraction_threshold: float = Config.FRACTION_COLORED_PIXELS_THRESHOLD
) -> tuple[Path, Optional[int], Optional[int]]:
    """Process an image, adjusting and saving depending on whether it is color or grayscale."""
    try:
        is_color = is_color_image(img, diff_threshold, fraction_threshold)
        relative_parent = path.parent.relative_to(Config.INPUT_FOLDER)
        out_path = temp_folder / relative_parent / f"{path.stem}.png"
        out_path.parent.mkdir(parents=True, exist_ok=True)
        subfolder = relative_parent.as_posix()
        filename = path.name

        if is_color:
            # Save color image as PNG
            Image.fromarray(img).save(out_path, format='PNG', compress_level=5)
            image_processor.color_results[subfolder].append(filename)
            return out_path, None, None
        else:
            # Adjust grayscale values
            adjusted_img, modal_black, modal_white = adjust_values(img)
            Image.fromarray(adjusted_img).convert('L').save(out_path, format='PNG', compress_level=5)
            if modal_black:
                image_processor.black_results[subfolder].append((filename, modal_black))
            if modal_white != 255:
                image_processor.white_results[subfolder].append((filename, modal_white))
            return out_path, modal_black, modal_white

    except (OSError, ValueError) as e:
        log_error(f"Error processing image {path}: {e}")
        return path, None, None
ASSISTANT
You're correct that the `else` block following a `return` statement is unnecessary. Once a `return` is executed, the function exits, making the `else` redundant. Removing it can make the code cleaner and more readable. Additionally, there are a few other minor improvements we can apply for better readability and maintainability.

Here's the refactored version of your `adjust_and_save_image` function:

```python
from pathlib import Path
from typing import Optional, Tuple
import numpy as np
from PIL import Image

def adjust_and_save_image(
    img: np.ndarray,
    path: Path,
    image_processor: 'ImageProcessor',
    temp_folder: Path,
    diff_threshold: int = Config.COLORDIFF_THRESHOLD,
    fraction_threshold: float = Config.FRACTION_COLORED_PIXELS_THRESHOLD
) -> Tuple[Path, Optional[int], Optional[int]]:
    """Process an image, adjusting and saving depending on whether it is color or grayscale."""
    try:
        is_color = is_color_image(img, diff_threshold, fraction_threshold)
        relative_parent = path.parent.relative_to(Config.INPUT_FOLDER)
        out_path = temp_folder / relative_parent / f"{path.stem}.png"
        out_path.parent.mkdir(parents=True, exist_ok=True)
        subfolder = relative_parent.as_posix()
        filename = path.name

        if is_color:
            # Save color image as PNG
            Image.fromarray(img).save(out_path, format='PNG', compress_level=5)
            image_processor.color_results[subfolder].append(filename)
            return out_path, None, None

        # If the image is grayscale, proceed with adjustment
        adjusted_img, modal_black, modal_white = adjust_values(img)
        Image.fromarray(adjusted_img).convert('L').save(out_path, format='PNG', compress_level=5)

        if modal_black:
            image_processor.black_results[subfolder].append((filename, modal_black))
        if modal_white != 255:
            image_processor.white_results[subfolder].append((filename, modal_white))

        return out_path, modal_black, modal_white

    except (OSError, ValueError) as e:
        log_error(f"Error processing image {path}: {e}")
        return path, None, None
```

### Changes Made:

1. **Removed the `else` Block:**
   - After the `if is_color:` block, since there's a `return` statement, the `else` is unnecessary. The subsequent code naturally handles the grayscale case.

2. **Type Hinting:**
   - Changed the return type annotation to use `Tuple` from the `typing` module for better clarity and compatibility with older Python versions if needed.

3. **Comments and Readability:**
   - Added comments to separate logical sections of the code for better readability.

4. **Consistent Error Handling:**
   - Maintained the error handling to ensure consistency in case of exceptions.

5. **Imports Clarification:**
   - Included necessary imports (`Path`, `Optional`, `Tuple`, `numpy`, and `PIL.Image`) to ensure the function is self-contained and clear.

### Additional Recommendations:

- **Type Checking for `image_processor`:**
  - Ensure that `'ImageProcessor'` is properly imported or defined to avoid potential issues with forward references.

- **Logging Enhancements:**
  - Depending on the logging mechanism, you might want to include more context or stack traces in the error logs for easier debugging.

- **Validation of `adjust_values` Output:**
  - If `adjust_values` can potentially return unexpected types or values, consider adding validations to handle such cases gracefully.

By implementing these changes, the function becomes more streamlined and easier to understand, reducing unnecessary nesting and improving overall code quality.

turns-00031.parquet:40468

e884d67f2382f2fdd547401f
turn 1/1o1-preview-2024-09-12EnglishItaly671 words
degenerate_repetitionAbsentFinal dense release
USER
SO i have a torch tensor "MIAO" of shape (N, M).
Now i want that each row of this matrix have a sifferent semantic meanings.
How i can i do that ? i was thinking to some contrastive loss or dissimilarity loss
ASSISTANT
To ensure that each row of your tensor "MIAO" has a different semantic meaning, you can introduce a **diversity-promoting loss function** that encourages the embeddings (rows) to be dissimilar from each other. One effective way to achieve this is by penalizing the similarity between the rows during training.

Here’s how you can do it:

### **1. Use a Diversity Loss Function**

A common approach is to define a loss function that:

- **Penalizes High Similarity**: It increases when two rows are similar.
- **Encourages Orthogonality**: It promotes rows to be as different as possible, ideally orthogonal.

#### **Implementation with Pairwise Cosine Similarity**

You can compute the pairwise cosine similarities between all rows and then define a loss that penalizes high similarities.

**Here's how you can implement it in PyTorch:**

```python
import torch
import torch.nn.functional as F

def diversity_loss(MIAO):
    """
    Compute a diversity loss that penalizes similarity between different rows of MIAO.
    """
    # Normalize the rows to have unit length
    MIAO_norm = F.normalize(MIAO, p=2, dim=1)
    
    # Compute the cosine similarity matrix between all pairs of rows
    similarity_matrix = torch.matmul(MIAO_norm, MIAO_norm.T)  # Shape: (N, N)
    
    # Create a mask to exclude the diagonal elements (self-similarity)
    N = MIAO.size(0)
    mask = torch.eye(N, dtype=torch.bool, device=MIAO.device)
    similarity_matrix.masked_fill_(mask, 0)
    
    # Compute the mean of the off-diagonal similarities
    diversity = similarity_matrix.sum() / (N * (N - 1))
    
    return diversity
```

**Usage in Training Loop:**

When training your model, you can incorporate this loss into your total loss function:

```python
# Compute your original loss (e.g., classification loss)
original_loss = criterion(outputs, targets)

# Compute the diversity loss
diversity = diversity_loss(MIAO)

# Combine the losses (adjust the weight 'alpha' as needed)
alpha = 0.1  # You can tune this hyperparameter
total_loss = original_loss + alpha * diversity

# Backpropagate
total_loss.backward()
optimizer.step()
```

### **2. Other Approaches**

#### **Orthogonality Regularization**

Encourage the rows to be orthogonal by penalizing the dot product between different rows:

```python
def orthogonality_loss(MIAO):
    """
    Encourage orthogonality among the rows of MIAO.
    """
    # Compute the Gram matrix
    G = torch.matmul(MIAO, MIAO.T)  # Shape: (N, N)
    
    # Subtract the diagonal elements (they represent self-dot products)
    G_off_diag = G - torch.diag(G.diag())
    
    # Compute the Frobenius norm of the off-diagonal elements
    loss = torch.norm(G_off_diag, p='fro') / (MIAO.size(0) * (MIAO.size(0) - 1))
    
    return loss
```

#### **Maximize Representation Dispersion**

Encourage the embeddings to spread out in the space:

- **Maximize Determinant**: Promote volume formed by the vectors.
- **Entropy Regularization**: Increase the entropy of the distribution of embeddings.

### **3. Considerations**

- **Balance with Original Loss**: It's important to balance the diversity loss with your main objective. Too much emphasis on diversity might harm the primary task performance.
- **Normalization**: Always normalize embeddings when computing similarities to ensure consistent scaling.
- **Scalability**: For very large N, computing pairwise similarities can be computationally intensive. Consider approximations or batching strategies.

### **4. Summary**

By adding a diversity or dissimilarity loss to your training process, you encourage each row in your tensor "MIAO" to represent different semantic meanings. This approach is common in tasks where embedding uniqueness is crucial, such as in representation learning or feature disentanglement.

**Example Code Integration:**

```python
# Assuming you have your model output as MIAO and your primary loss computed
primary_loss = ...  # Your existing loss computation
diversity = diversity_loss(MIAO)
alpha = 0.1  # Tune this hyperparameter

# Total loss
total_loss = primary_loss + alpha * diversity

# Backpropagation
total_loss.backward()
optimizer.step()
```

**Remember to adjust the weighting factor (`alpha`) based on your specific task and to monitor both your primary objective performance and the diversity among the embeddings during training.**

---

By applying a diversity-promoting loss function like the one described, you can effectively encourage each row of your tensor to have a unique semantic meaning, leveraging contrastive or dissimilarity principles in your model training.

turns-00031.parquet:40469

136522162cab409ed7247783
turn 1/1o1-mini-2024-09-12NolangUnited States54 words
degenerate_repetitionAbsentFinal dense release
USER
ASSISTANT
It seems you're requesting assistance in crafting the best possible response to your last message. However, your previous message was:

"Please figure out the best possible answer to the last user query from the conversation above."

To help you effectively, could you please provide more context or specify the topic you'd like assistance with?

turns-00031.parquet:40470

253b13b7097a84c29af87890
turn 1/1o1-preview-2024-09-12EnglishCzechia503 words
degenerate_repetitionAbsentFinal dense release
USER
Give me the best color options for readability in blue tones
ASSISTANT
When choosing blue tones for readability, it's essential to consider color contrast and accessibility to ensure that text is easily readable by all users, including those with visual impairments. Here are some of the best blue color options and combinations that optimize readability:

### 1. **Dark Blue Text on Light Background**

- **Navy Blue (#000080):** A deep, dark blue that offers excellent contrast on light backgrounds like white or off-white. It's less harsh than black and can reduce eye strain.
  
- **Royal Blue (#4169E1):** A vibrant blue that stands out well against lighter backgrounds. It's engaging without being overwhelming.

**Usage Tip:** Pair these dark blues with backgrounds like white (#FFFFFF), ivory (#FFFFF0), or light grey (#F0F0F0) for optimal readability.

### 2. **Light Blue Text on Dark Background**

- **Sky Blue (#87CEEB):** A light and calming blue that is readable on dark backgrounds without causing strain.
  
- **Light Steel Blue (#B0C4DE):** A soft blue that provides good readability against darker shades.

**Usage Tip:** Use these light blues on dark backgrounds like black (#000000), dark slate grey (#2F4F4F), or navy blue (#000080) for high contrast.

### 3. **High Contrast Blue Combinations**

- **Background:** Dark Blue (#00008B)
- **Text:** Light Cyan (#E0FFFF)

This combination ensures that the text is easily distinguishable from the background, meeting accessibility standards.

### 4. **Accessible Blue Shades**

To meet the Web Content Accessibility Guidelines (WCAG) for contrast ratios:

- **For Text on White Background:**
  - **Medium Blue (#0000CD):** Contrast ratio of 6.59:1
  - **Dark Blue (#00008B):** Contrast ratio of 8.59:1

- **For Text on Black Background:**
  - **Powder Blue (#B0E0E6):** Contrast ratio of 8.71:1
  - **Light Sky Blue (#87CEFA):** Contrast ratio of 5.56:1

**Usage Tip:** Always aim for a contrast ratio of at least **4.5:1** for normal text and **3:1** for large text to ensure compliance with accessibility standards.

### 5. **Avoid Low Contrast Combinations**

- **Blue on Blue:** Similar shades of blue for both text and background can reduce readability.
- **Blue on Red/Green:** These combinations can be problematic for color-blind users.

### 6. **Use Complementary Colors**

While sticking to blue tones, introducing neutral colors can enhance readability:

- **Dark Blue Text on Light Beige Background:** Provides warmth and reduces glare.
- **Light Blue Text on Dark Grey Background:** Offers a modern look with sufficient contrast.

### 7. **Tools for Testing Readability**

- **WebAIM Contrast Checker:** Test your color combinations to ensure they meet the necessary contrast ratios. [WebAIM Contrast Checker](https://webaim.org/resources/contrastchecker/)
  
- **Accessible Color Palette Generators:** Use online tools to create color palettes that are accessible and visually appealing.

### **Conclusion**

Selecting the best blue tones for readability involves balancing aesthetic preferences with accessibility requirements. By choosing blues with sufficient contrast against your chosen background and adhering to recommended guidelines, you can create content that is both visually appealing and easy to read for all users.

**Remember:** Always test your color choices with real users when possible, and consider users with varying types of visual impairments to ensure inclusivity.

turns-00031.parquet:40471

8c9bd45757039ac66d7f8d23
turn 1/1o1-preview-2024-09-12ChineseChina2 words
degenerate_repetitionAbsentFinal dense release
USER
重复上一个
ASSISTANT
抱歉,我不确定您希望我重复什么内容。您能否提供更多信息或澄清一下您的请求?

turns-00031.parquet:40472

df193b892675c515fb597756
turn 1/1gpt-4o-2024-08-06Russianunknown country399 words
degenerate_repetitionAbsentFinal dense release
USER
Assistant: 
User: User: Имена каких муз вы знаете
Assistant: Конечно, я могу перечислить девять классических муз из древнегреческой мифологии:

1. **Каллиопа** - муза эпической поэзии.
2. **Клио** - муза истории.
3. **Эрато** - муза любовной и лирической поэзии.
4. **Евтерпа** - муза музыки и лирической поэзии.
5. **Мельпомена** - муза трагедии.
6. **Полигимния** - муза гимнов и священной поэзии.
7. **Терпсихора** - муза танца.
8. **Талия** - муза комедии и пасторальной поэзии.
9. **Урания** - муза астрономии.

Каждая из них имела своё уникальное искусство, которое она защищала и вдохновляла.
User: Мід міт-
мау.
20.
Лабора сиракя работа 34)
Обору лендине таблена Растительная Костки, кренатаник, учебних
Хот рабать
уравнова и
3. Стрвекие растительной клетни
Orseys,
НЫВОЛ.
Запишите всшитве части клетки, о киторых идет речн, в презложенних:
1. Одоак акака составние часть, клетки, отвечает за все процессы, происколяшие и клетке, содержит
новелетендую шформацию о том, какой булет новая клетка, каторая образуется м. результито
2. lecitenas:
клетки?
пяткое решестаю, наполиающее клетку, Там находится ве
остальне Части
3. Тонкая полупровашеная плёнка, которие окружает дитоплому и отвечает и поступленке в
клетку и выкал и наё ры личных вешестя, иходитск пол клеточной стсикой.
4. Запостя
ст слотку в придает ей определённую форму, в состан входит целлюлоза, прилаютная
айные части клетки, могут быть. бесцветными и претиния
пиленнай касточшым соком и образованными клеткой вешествами.
Чем старан
Отвейке на попрос; почему клетки аклается основой структурной единнией халого.
ния A.C
л - уж р
а нагих
застыл
в °-
- поля с
И страх ут озн
И будит лай с
Assistant:
Assistant:
ASSISTANT
Здравствуйте! Давайте разберём части растительной клетки, о которых говорится в вашем вопросе:

1. **Ядро**: Это основная часть клетки, отвечающая за все процессы, происходящие в клетке. Оно содержит генетическую информацию о том, какой будет новая клетка, которая образуется в результате деления.

2. **Цитоплазма**: Вы упомянули "вещество, наполняющее клетку", — это цитоплазма. В ней расположены все остальные органеллы клетки.

3. **Клеточная мембрана**: Это тонкая полупроницаемая плёнка, окружающая цитоплазму. Она отвечает за поступление в клетку и вывод из неё различных веществ.

4. **Клеточная стенка**: Структура, придающая клетке определённую форму, содержат целлюлозу. В вопросе также упомянуты вакуоли — это бесцветные структуры, заполненные клеточным соком и образованными клеткой веществами.

Клетки считаются основной структурной единицей организма потому, что они выполняют все основные функции жизни: питание, дыхание, рост, размножение и обмен веществ. Каждая клетка работает как маленький организм внутри многоклеточного организма. Если у Вас есть еще вопросы или что-то осталось непонятным, пожалуйста, дайте знать!

turns-00031.parquet:40473

0ea71fa8056a7eb59140351e
turn 1/1o1-preview-2024-09-12EnglishRussia14547 words
degenerate_repetitionAbsentFinal dense release
USER
[ML] (error) SphereTest.lua: ...\cleaned originalSA by kichiro\moonloader\SphereTest.lua:33: attempt to call field 'BeginTabBar' (a nil value)
stack traceback:
	...\cleaned originalSA by kichiro\moonloader\SphereTest.lua:33: in function 'OnDrawFrame'
	...s\cleaned originalSA by kichiro\moonloader\lib\imgui.lua:1378: in function <...s\cleaned originalSA by kichiro\moonloader\lib\imgui.lua:1367>
[ML] (error) SphereTest.lua: Script died due to an error. (0F7E298C)
```lua
local imgui = require("imgui")
local encoding = require("encoding")
encoding.default = "CP1251"
u8 = encoding.UTF8
local window = imgui.ImBool(false)
local vehiclesWhitelist = {}
local logs = {}

function main()
    while not isSampAvailable() do
        wait(200)
    end

    sampAddChatMessage(u8"Скрипт интерфейса запущен. Нажмите F5 для открытия меню.", 0xFFFFFF)
    imgui.Process = false
    while true do
        wait(0)
        if wasKeyPressed(0x74) then
            window.v = not window.v
            imgui.Process = window.v
        end
    end
end

function imgui.OnDrawFrame()
    if window.v then
        local resX, resY = getScreenResolution()
        local sizeX, sizeY = 500, 400 -- Размер окна
        imgui.SetNextWindowPos(imgui.ImVec2(resX / 2 - sizeX / 2, resY / 2 - sizeY / 2), imgui.Cond.FirstUseEver)
        imgui.SetNextWindowSize(imgui.ImVec2(sizeX, sizeY), imgui.Cond.FirstUseEver)
        imgui.Begin(u8"Управление транспортом", window)
        -- Вкладки
        if imgui.BeginTabBar("MainTabBar") then
            -- Вкладка "Белый список"
            if imgui.BeginTabItem(u8"Белый список") then
                drawWhitelistTab()
                imgui.EndTabItem()
            end

            -- Вкладка "Информация о транспорте"
            if imgui.BeginTabItem(u8"Информация о транспорте") then
                drawVehicleInfoTab()
                imgui.EndTabItem()
            end

            -- Вкладка "Логи"
            if imgui.BeginTabItem(u8"Логи") then
                drawLogsTab()
                imgui.EndTabItem()
            end

            imgui.EndTabBar()
        end

        imgui.End()
    end
end

-- Функция для отрисовки вкладки белого списка
function drawWhitelistTab()
    imgui.Text(u8"Добавить транспорт в белый список:")
    if imgui.Button(u8"Добавить ближайший транспорт") then
        local vehicle = getNearestVehicle()
        if vehicle then
            vehiclesWhitelist[vehicle] = true
            sampAddChatMessage(u8"Транспорт добавлен в белый список.", 0x00FF00)
        else
            sampAddChatMessage(u8"Ближайший транспорт не найден.", 0xFF0000)
        end
    end

    imgui.Separator()
    imgui.Text(u8"Список транспорта в белом списке:")
    for veh, _ in pairs(vehiclesWhitelist) do
        local modelId = getCarModel(veh)
        local modelName = getVehicleName(modelId)
        imgui.BulletText(u8(string.format("ID: %d, Модель: %s", veh, modelName)))
    end
end

-- Функция для отрисовки вкладки информации о транспорте
function drawVehicleInfoTab()
    local vehicle = getNearestVehicle()
    if vehicle then
        local distance = getDistanceToVehicle(vehicle)
        local health = getCarHealth(vehicle)
        local passengers = getVehiclePassengerCount(vehicle)
        imgui.Text(u8(string.format("Расстояние до транспорта: %.2f м", distance)))
        imgui.Text(u8(string.format("HP транспорта: %d", health)))
        imgui.Text(u8(string.format("Количество пассажиров: %d", passengers)))
    else
        imgui.Text(u8"Ближайший транспорт не найден.")
    end
end

-- Функция для отрисовки вкладки логов
function drawLogsTab()
    if imgui.Button(u8"Очистить логи") then
        logs = {}
        sampAddChatMessage(u8"Логи очищены.", 0x00FF00)
    end

    imgui.Separator()
    imgui.Text(u8"Журнал событий:")
    for _, log in ipairs(logs) do
        imgui.BulletText(u8(log))
    end
end

-- Вспомогательная функция для получения ближайшего транспорта
function getNearestVehicle()
    local vehicles = getAllVehicles()
    if #vehicles == 0 then return nil end
    local playerX, playerY, playerZ = getCharCoordinates(PLAYER_PED)
    local nearestVehicle = nil
    local minDistanceSquared = nil
    local MAX_DISTANCE_SQUARED = 10000 -- Максимальное расстояние 100 метров (10 000 кв.м)
    for _, vehicle in ipairs(vehicles) do
        if not isCarDead(vehicle) then
            local vehX, vehY, vehZ = getCarCoordinates(vehicle)
            local dx = playerX - vehX
            local dy = playerY - vehY
            local dz = playerZ - vehZ
            local distanceSquared = dx * dx + dy * dy + dz * dz
            if distanceSquared <= MAX_DISTANCE_SQUARED and (minDistanceSquared == nil or distanceSquared < minDistanceSquared) then
                minDistanceSquared = distanceSquared
                nearestVehicle = vehicle
            end
        end
    end
    return nearestVehicle
end

-- Функция для вычисления расстояния до транспорта
function getDistanceToVehicle(vehicle)
    local playerX, playerY, playerZ = getCharCoordinates(PLAYER_PED)
    local vehX, vehY, vehZ = getCarCoordinates(vehicle)
    local dx = playerX - vehX
    local dy = playerY - vehY
    local dz = playerZ - vehZ
    local distance = math.sqrt(dx * dx + dy * dy + dz * dz)
    return distance
end

-- Функция для получения количества пассажиров в транспорте
function getVehiclePassengerCount(vehicle)
    local count = 0
    for seat = 0, getMaximumNumberOfPassengers(vehicle) do
        if not isCarPassengerSeatFree(vehicle, seat) then count = count + 1 end
    end
    return count
end

-- Обработчик событий (пример записи логов)
function onSomeEvent()
    -- Пример добавления записи в логи
    table.insert(logs, os.date("%X") .. u8" Произошло событие.")
end
```
```lua
-- imgui.lua
-- This file is part of MoonImGui library
-- Copyright (c) 2017, FYP <blast.hk>

assert(getMoonloaderVersion() >= 026, 'Moon ImGui requires MoonLoader v.026 or greater.')

local imgui = require 'MoonImGui'
local hwnd = readMemory(0x00C8CF88, 4, false)
local renderer = imgui.ImGuiRenderer(getD3DDevicePtr(), hwnd)
local winmsg = require 'windows.message'
local bitex = require 'bitex'
local memory = require 'memory'

imgui._VERSION = '1.1.3'
imgui.BeforeDrawFrame = nil
imgui.OnDrawFrame = nil
imgui.Process = false
imgui.RenderInMenu = false
imgui.ShowCursor = true
imgui.LockPlayer = false
imgui.DisableInput = false

-- additional enums
imgui.InputDeviceType = {
	Keyboard = 1,
	Mouse = 2,
}

-- imgui enums
imgui.WindowFlags = {
	NoTitleBar = 1,
	NoResize = 2,
	NoMove = 4,
	NoScrollbar = 8,
	NoScrollWithMouse = 16,
	NoCollapse = 32,
	AlwaysAutoResize = 64,
	ShowBorders = 128,
	NoSavedSettings = 256,
	NoInputs = 512,
	MenuBar = 1024,
	HorizontalScrollbar = 2048,
	NoFocusOnAppearing = 4096,
	NoBringToFrontOnFocus = 8192,
	AlwaysVerticalScrollbar = 16384,
	AlwaysHorizontalScrollbar = 32768,
	AlwaysUseWindowPadding = 65536,
}

imgui.InputTextFlags = {
	CharsDecimal = 1,
	CharsHexadecimal = 2,
	CharsUppercase = 4,
	CharsNoBlank = 8,
	AutoSelectAll = 16,
	EnterReturnsTrue = 32,
	CallbackCompletion = 64,
	CallbackHistory = 128,
	CallbackAlways = 256,
	CallbackCharFilter = 512,
	AllowTabInput = 1024,
	CtrlEnterForNewLine = 2048,
	NoHorizontalScroll = 4096,
	AlwaysInsertMode = 8192,
	ReadOnly = 16384,
	Password = 32768,
}

imgui.TreeNodeFlags = {
	Selected = 1,
	Framed = 2,
	AllowOverlapMode = 4,
	NoTreePushOnOpen = 8,
	NoAutoOpenOnLog = 16,
	DefaultOpen = 32,
	OpenOnDoubleClick = 64,
	OpenOnArrow = 128,
	Leaf = 256,
	Bullet = 512,
	FramePadding = 1024,
	CollapsingHeader = 18,
}

imgui.SelectableFlags = {
	DontClosePopups = 1,
	SpanAllColumns = 2,
	AllowDoubleClick = 4,
}

imgui.HoveredFlags = {
	Default = 0,
	AllowWhenBlockedByPopup = 1,
	AllowWhenBlockedByActiveItem = 4,
	AllowWhenOverlapped = 8,
	RectOnly = 13,
}

imgui.Key = {
	Tab        = 0 + 1,
	LeftArrow  = 1 + 1,
	RightArrow = 2 + 1,
	UpArrow    = 3 + 1,
	DownArrow  = 4 + 1,
	PageUp     = 5 + 1,
	PageDown   = 6 + 1,
	Home       = 7 + 1,
	End        = 8 + 1,
	Delete     = 9 + 1,
	Backspace  = 10 + 1,
	Enter      = 11 + 1,
	Escape     = 12 + 1,
	A          = 13 + 1,
	C          = 14 + 1,
	V          = 15 + 1,
	X          = 16 + 1,
	Y          = 17 + 1,
	Z          = 18 + 1,
}

imgui.Col = {
	Text                    = 0 + 1,
	TextDisabled            = 1 + 1,
	WindowBg                = 2 + 1,
	ChildWindowBg           = 3 + 1,
	PopupBg                 = 4 + 1,
	Border                  = 5 + 1,
	BorderShadow            = 6 + 1,
	FrameBg                 = 7 + 1,
	FrameBgHovered          = 8 + 1,
	FrameBgActive           = 9 + 1,
	TitleBg                 = 10 + 1,
	TitleBgActive           = 11 + 1,
	TitleBgCollapsed        = 12 + 1,
	MenuBarBg               = 13 + 1,
	ScrollbarBg             = 14 + 1,
	ScrollbarGrab           = 15 + 1,
	ScrollbarGrabHovered    = 16 + 1,
	ScrollbarGrabActive     = 17 + 1,
	ComboBg                 = 18 + 1,
	CheckMark               = 19 + 1,
	SliderGrab              = 20 + 1,
	SliderGrabActive        = 21 + 1,
	Button                  = 22 + 1,
	ButtonHovered           = 23 + 1,
	ButtonActive            = 24 + 1,
	Header                  = 25 + 1,
	HeaderHovered           = 26 + 1,
	HeaderActive            = 27 + 1,
	Separator               = 28 + 1,
	SeparatorHovered        = 29 + 1,
	SeparatorActive         = 30 + 1,
	ResizeGrip              = 31 + 1,
	ResizeGripHovered       = 32 + 1,
	ResizeGripActive        = 33 + 1,
	CloseButton             = 34 + 1,
	CloseButtonHovered      = 35 + 1,
	CloseButtonActive       = 36 + 1,
	PlotLines               = 37 + 1,
	PlotLinesHovered        = 38 + 1,
	PlotHistogram           = 39 + 1,
	PlotHistogramHovered    = 40 + 1,
	TextSelectedBg          = 41 + 1,
	ModalWindowDarkening    = 42 + 1,
}

imgui.StyleVar = {
	Alpha = 0,
	WindowPadding = 1,
	WindowRounding = 2,
	WindowMinSize = 3,
	ChildWindowRounding = 4,
	FramePadding = 5,
	FrameRounding = 6,
	ItemSpacing = 7,
	ItemInnerSpacing = 8,
	IndentSpacing = 9,
	GrabMinSize = 10,
	ButtonTextAlign = 11,
}

imgui.ColorEditFlags = {
	NoAlpha = 2,
	NoPicker = 4,
	NoOptions = 8,
	NoSmallPreview = 16,
	NoInputs = 32,
	NoTooltip = 64,
	NoLabel = 128,
	NoSidePreview = 256,
	AlphaBar = 512,
	AlphaPreview = 1024,
	AlphaPreviewHalf = 2048,
	HDR = 4096,
	RGB = 8192,
	HSV = 16384,
	HEX = 32768,
	Uint8 = 65536,
	Float = 131072,
	PickerHueBar = 262144,
	PickerHueWheel = 524288,
	_InputsMask = 57344,
	_DataTypeMask = 196608,
	_PickerMask = 786432,
	_OptionsDefault = 335872,
}

imgui.MouseCursor = {
	None = -1,
	Arrow = 0,
	TextInput = 1,
	Move = 2,
	ResizeNS = 3,
	ResizeEW = 4,
	ResizeNESW = 5,
	ResizeNWSE = 6,
}

imgui.Cond = {
	Always = 1,
	Once = 2,
	FirstUseEver = 4,
	Appearing = 8,
}

-- Helpers macros to generate 32-bits encoded colors
function imgui.IM_COL32(R,G,B,A)
	local IM_COL32_R_SHIFT = 0
	local IM_COL32_G_SHIFT = 8
	local IM_COL32_B_SHIFT = 16
	local IM_COL32_A_SHIFT = 24
	local IM_COL32_A_MASK  = 0xFF000000
	return bit.bor(bit.rshift(A, IM_COL32_A_SHIFT), bit.rshift(B, IM_COL32_B_SHIFT), bit.rshift(G, IM_COL32_G_SHIFT), bit.rshift(R, IM_COL32_R_SHIFT))
end
imgui.IM_COL32_WHITE       = imgui.IM_COL32(255,255,255,255)  -- Opaque white = 0xFFFFFFFF
imgui.IM_COL32_BLACK       = imgui.IM_COL32(0,0,0,255)        -- Opaque black
imgui.IM_COL32_BLACK_TRANS = imgui.IM_COL32(0,0,0,0)          -- Transparent black = 0x00000000

-- additional functions
function imgui.SwitchContext()
	return renderer:SwitchContext()
end

function imgui.RebuildFonts()
	return renderer:RebuildFonts()
end

function imgui.CreateTextureFromFile(path)
	return renderer:CreateTextureFromFile(path)
end

function imgui.CreateTextureFromMemory(address, size)
	return renderer:CreateTextureFromMemory(address, size)
end

function imgui.GetTextureFromAddress(address)
	return renderer:GetTextureFromAddress(address)
end

function imgui.ReleaseTexture(texture)
	if texture then
		return renderer:ReleaseTexture(texture)
	end
end

local function ExplodeColor32(col)
	local take = bitex.bextract
	return take(col, 0, 8), take(col, 8, 8), take(col, 16, 8), take(col, 24, 8)
end

--- ImColor class
-- constructors:
--   ImColor()
--   ImColor(color32)
--   ImColor(r, g, b)
--   ImColor(r, g, b, a)
--   ImColor(imvec4)
--   ImColor.FromFloat4(r, g, b, a)
--   ImColor.FromHSV(h, s, v, a)
--   ImColor.HSV(h, s, v, a)
-- methods:
--   color32 = imcolor:ToU32()
--   color32 = imcolor:GetU32()
--   fx, fy, fz, fw = imcolor:GetFloat4()
--   imvec4 = imcolor:GetVec4()
--   x8, y8, z8, w8 = imcolor:GetRGBA()
--   imcolor:Set(color32)
--   imcolor:Set(r, g, b)
--   imcolor:Set(r, g, b, a)
--   imcolor:Set(imvec4)
--   imcolor:SetFloat4(r, g, b, a)
--   imcolor:SetHSV(h, s, v, a)
-- fields:
--   Value, value, v - imgui.ImVec4

-- initializer
local ImColor = {}
local function NewImColor(value)
	local obj = {
		Value = value,
		v = value,
		vec4 = value
	}
	function obj:ToU32()
		return imgui.ColorConvertFloat4ToU32(self.v)
	end
	obj.GetU32 = obj.ToU32
	function obj:GetFloat4()
		return self.v.x, self.v.y, self.v.z, self.v.w
	end
	function obj:GetVec4()
		return imgui.ImVec4(self.v) -- make copy
	end
	function obj:GetRGBA()
		local r, g, b, a = self:GetFloat4()
		return r * 255, g * 255, b * 255, a * 255
	end
	function obj:Set(...)
		local clr = ImColor(...)
		self.v.x, self.v.y, self.v.z, self.v.w = clr.v.x, clr.v.y, clr.v.z, clr.v.w
	end
	function obj:SetFloat4(r, g, b, a)
		self.v.x, self.v.y, self.v.z, self.v.w = r, g, b, (a or 1)
	end
	function obj:SetHSV(h, s, v, a)
		local r, g, b = imgui.ColorConvertHSVtoRGB(h, s, v)
		self.v.x, self.v.y, self.v.z, self.v.w = r, g, b, (a or 1)
	end
	return obj
end
-- static methods
function ImColor.FromFloat4(r, g, b, a)
	return NewImColor(imgui.ImVec4(r, g, b, a or 1))
end
function ImColor.FromHSV(h, s, v, a)
	local r, g, b = imgui.ColorConvertHSVtoRGB(h, s, v)
	return NewImColor(r, g, b, a or 1)
end
ImColor.HSV = ImColor.FromHSV
-- constructor
setmetatable(ImColor, {
	__call = function(t, r, g, b, a)
		local t1 = type(r)
		if r == nil then
			return NewImColor(imgui.ImVec4())
		else
			if t1 == 'userdata' then -- most likely it is ImVec4
				return NewImColor(imgui.ImVec4(r))
			elseif t1 == 'number' and type(g) == 'number' then -- r, g, b, a
				local sc = 1 / 255
				return NewImColor(imgui.ImVec4(r * sc, g * sc, b * sc, (a or 255) * sc))
			elseif t1 == 'number' and g == nil then -- rgba32
				return ImColor(ExplodeColor32(r))
			end
		end
	end
})
imgui.ImColor = ImColor

--[[
// dear imgui, v1.52
// (headers)
// https://github.com/ocornut/imgui

// Typedefs and Enumerations (declared as int for compatibility and to not pollute the top of this file)
typedef unsigned int ImU32;         // 32-bit unsigned integer (typically used to store packed colors)
typedef unsigned int ImGuiID;       // unique ID used by widgets (typically hashed from a stack of string)
typedef unsigned short ImWchar;     // character for keyboard input/display
typedef void* ImTextureID;          // user data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp)
typedef int ImGuiCol;               // enum: a color identifier for styling     // enum ImGuiCol_
typedef int ImGuiStyleVar;          // enum: a variable identifier for styling  // enum ImGuiStyleVar_
typedef int ImGuiKey;               // enum: a key identifier (ImGui-side enum) // enum ImGuiKey_
typedef int ImGuiMouseCursor;       // enum: a mouse cursor identifier          // enum ImGuiMouseCursor_
typedef int ImGuiCond;              // enum: a condition for Set*()             // enum ImGuiCond_
typedef int ImGuiColorEditFlags;    // flags: color edit flags for Color*()     // enum ImGuiColorEditFlags_
typedef int ImGuiWindowFlags;       // flags: window flags for Begin*()         // enum ImGuiWindowFlags_
typedef int ImGuiColumnsFlags;      // flags: for *Columns*()                   // enum ImGuiColumnsFlags_
typedef int ImGuiInputTextFlags;    // flags: for InputText*()                  // enum ImGuiInputTextFlags_
typedef int ImGuiSelectableFlags;   // flags: for Selectable()                  // enum ImGuiSelectableFlags_
typedef int ImGuiTreeNodeFlags;     // flags: for TreeNode*(), Collapsing*()    // enum ImGuiTreeNodeFlags_
typedef int ImGuiHoveredFlags;      // flags: for IsItemHovered()               // enum ImGuiHoveredFlags_

struct ImVec2
{
    float x, y;
    ImVec2() { x = y = 0.0f; }
    ImVec2(float _x, float _y) { x = _x; y = _y; }
};

struct ImVec4
{
    float x, y, z, w;
    ImVec4() { x = y = z = w = 0.0f; }
    ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
};

// ImGui end-user API
// 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
    IMGUI_API ImGuiIO&      GetIO();
    IMGUI_API ImGuiStyle&   GetStyle();
    IMGUI_API ImDrawData*   GetDrawData();                              // same value as passed to your io.RenderDrawListsFn() function. valid after Render() and until the next call to NewFrame()
    IMGUI_API void          NewFrame();                                 // start a new ImGui frame, you can submit any command from this point until NewFrame()/Render().
    IMGUI_API void          Render();                                   // ends the ImGui frame, finalize rendering data, then call your io.RenderDrawListsFn() function if set.

    // Demo/Debug/Info
    IMGUI_API void          ShowTestWindow(bool* p_open = NULL);        // create demo/test window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
    IMGUI_API void          ShowMetricsWindow(bool* p_open = NULL);     // create metrics window. display ImGui internals: browse window list, draw commands, individual vertices, basic internal state, etc.
    IMGUI_API void          ShowStyleEditor(ImGuiStyle* ref = NULL);    // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
    IMGUI_API void          ShowUserGuide();                            // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).

    // Window
    IMGUI_API bool          Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0);                                                   // push window to the stack and start appending to it. see .cpp for details. return false when window is collapsed, so you can early out in your code. 'bool* p_open' creates a widget on the upper-right to close the window (which sets your bool to false).
    IMGUI_API void          End();                                                                                                                      // finish appending to current window, pop it off the window stack.
    IMGUI_API bool          BeginChild(const char* str_id, const ImVec2& size = ImVec2(0,0), bool border = false, ImGuiWindowFlags extra_flags = 0);    // begin a scrolling region. size==0.0f: use remaining window size, size<0.0f: use remaining window size minus abs(size). size>0.0f: fixed size. each axis can use a different mode, e.g. ImVec2(0,400).
    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 ImVec2        GetContentRegionMax();                                              // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
    IMGUI_API ImVec2        GetContentRegionAvail();                                            // == GetContentRegionMax() - GetCursorPos()
    IMGUI_API float         GetContentRegionAvailWidth();                                       //
    IMGUI_API ImVec2        GetWindowContentRegionMin();                                        // content boundaries min (roughly (0,0)-Scroll), in window coordinates
    IMGUI_API ImVec2        GetWindowContentRegionMax();                                        // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
    IMGUI_API float         GetWindowContentRegionWidth();                                      //
    IMGUI_API ImDrawList*   GetWindowDrawList();                                                // get rendering command-list if you want to append your own draw primitives
    IMGUI_API ImVec2        GetWindowPos();                                                     // get current window position in screen space (useful if you want to do your own drawing via the DrawList api)
    IMGUI_API ImVec2        GetWindowSize();                                                    // get current window size
    IMGUI_API float         GetWindowWidth();
    IMGUI_API float         GetWindowHeight();
    IMGUI_API bool          IsWindowCollapsed();
    IMGUI_API bool          IsWindowAppearing();
    IMGUI_API void          SetWindowFontScale(float scale);                                    // per-window font scale. Adjust IO.FontGlobalScale if you want to scale all windows

    IMGUI_API void          SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0,0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc.
    IMGUI_API void          SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0);          // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin()
    IMGUI_API void          SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeConstraintCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Use callback to apply non-trivial programmatic constraints.
    IMGUI_API void          SetNextWindowContentSize(const ImVec2& size);                       // set next window content size (enforce the range of scrollbars). set axis to 0.0f to leave it automatic. call before Begin()
    IMGUI_API void          SetNextWindowContentWidth(float width);                             // set next window content width (enforce the range of horizontal scrollbar). call before Begin()
    IMGUI_API void          SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0);         // set next window collapsed state. call before Begin()
    IMGUI_API void          SetNextWindowFocus();                                               // set next window to be focused / front-most. call before Begin()
    IMGUI_API void          SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0);                // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects.
    IMGUI_API void          SetWindowSize(const ImVec2& size, ImGuiCond cond = 0);              // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0,0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects.
    IMGUI_API void          SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0);             // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed().
    IMGUI_API void          SetWindowFocus();                                                   // (not recommended) set current window to be focused / front-most. prefer using SetNextWindowFocus().
    IMGUI_API void          SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0);      // set named window position.
    IMGUI_API void          SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0);    // set named window size. set axis to 0.0f to force an auto-fit on this axis.
    IMGUI_API void          SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0);   // set named window collapsed state
    IMGUI_API void          SetWindowFocus(const char* name);                                           // set named window to be focused / front-most. use NULL to remove focus.

    IMGUI_API float         GetScrollX();                                                       // get scrolling amount [0..GetScrollMaxX()]
    IMGUI_API float         GetScrollY();                                                       // get scrolling amount [0..GetScrollMaxY()]
    IMGUI_API float         GetScrollMaxX();                                                    // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X
    IMGUI_API float         GetScrollMaxY();                                                    // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y
    IMGUI_API void          SetScrollX(float scroll_x);                                         // set scrolling amount [0..GetScrollMaxX()]
    IMGUI_API void          SetScrollY(float scroll_y);                                         // set scrolling amount [0..GetScrollMaxY()]
    IMGUI_API void          SetScrollHere(float center_y_ratio = 0.5f);                         // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom.
    IMGUI_API void          SetScrollFromPosY(float pos_y, float center_y_ratio = 0.5f);        // adjust scrolling amount to make given position valid. use GetCursorPos() or GetCursorStartPos()+offset to get valid positions.
    IMGUI_API void          SetKeyboardFocusHere(int offset = 0);                               // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget.
    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)
    IMGUI_API void          PushFont(ImFont* font);                                             // use NULL as a shortcut to push default font
    IMGUI_API void          PopFont();
    IMGUI_API void          PushStyleColor(ImGuiCol idx, ImU32 col);
    IMGUI_API void          PushStyleColor(ImGuiCol idx, const ImVec4& col);
    IMGUI_API void          PopStyleColor(int count = 1);
    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, float val);
    IMGUI_API void          PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
    IMGUI_API void          PopStyleVar(int count = 1);
    IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx);                                    // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwhise use GetColorU32() to get style color + style alpha.
    IMGUI_API ImFont*       GetFont();                                                          // get current font
    IMGUI_API float         GetFontSize();                                                      // get current font size (= height in pixels) of current font with current scale applied
    IMGUI_API ImVec2        GetFontTexUvWhitePixel();                                           // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API
    IMGUI_API ImU32         GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f);                  // retrieve given style color with style alpha applied and optional extra alpha multiplier
    IMGUI_API ImU32         GetColorU32(const ImVec4& col);                                     // retrieve given color with style alpha applied
    IMGUI_API ImU32         GetColorU32(ImU32 col);                                             // retrieve given color with style alpha applied

    // Parameters stacks (current window)
    IMGUI_API void          PushItemWidth(float item_width);                                    // width of items for the common item+label case, pixels. 0.0f = default to ~2/3 of windows width, >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side)
    IMGUI_API void          PopItemWidth();
    IMGUI_API float         CalcItemWidth();                                                    // width of item given pushed settings and current cursor position
    IMGUI_API void          PushTextWrapPos(float wrap_pos_x = 0.0f);                           // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space
    IMGUI_API void          PopTextWrapPos();
    IMGUI_API void          PushAllowKeyboardFocus(bool allow_keyboard_focus);                  // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets
    IMGUI_API void          PopAllowKeyboardFocus();
    IMGUI_API void          PushButtonRepeat(bool repeat);                                      // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame.
    IMGUI_API void          PopButtonRepeat();

    // Cursor / Layout
    IMGUI_API void          Separator();                                                        // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator.
    IMGUI_API void          SameLine(float pos_x = 0.0f, float spacing_w = -1.0f);              // call between widgets or groups to layout them horizontally
    IMGUI_API void          NewLine();                                                          // undo a SameLine()
    IMGUI_API void          Spacing();                                                          // add vertical spacing
    IMGUI_API void          Dummy(const ImVec2& size);                                          // add a dummy item of given size
    IMGUI_API void          Indent(float indent_w = 0.0f);                                      // move content position toward the right, by style.IndentSpacing or indent_w if >0
    IMGUI_API void          Unindent(float indent_w = 0.0f);                                    // move content position back to the left, by style.IndentSpacing or indent_w if >0
    IMGUI_API void          BeginGroup();                                                       // lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
    IMGUI_API void          EndGroup();
    IMGUI_API ImVec2        GetCursorPos();                                                     // cursor position is relative to window position
    IMGUI_API float         GetCursorPosX();                                                    // "
    IMGUI_API float         GetCursorPosY();                                                    // "
    IMGUI_API void          SetCursorPos(const ImVec2& local_pos);                              // "
    IMGUI_API void          SetCursorPosX(float x);                                             // "
    IMGUI_API void          SetCursorPosY(float y);                                             // "
    IMGUI_API ImVec2        GetCursorStartPos();                                                // initial cursor position
    IMGUI_API ImVec2        GetCursorScreenPos();                                               // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API)
    IMGUI_API void          SetCursorScreenPos(const ImVec2& pos);                              // cursor position in absolute screen coordinates [0..io.DisplaySize]
    IMGUI_API void          AlignTextToFramePadding();                                          // vertically align/lower upcoming text to FramePadding.y so that it will aligns to upcoming widgets (call if you have text on a line before regular widgets)
    IMGUI_API float         GetTextLineHeight();                                                // height of font == GetWindowFontSize()
    IMGUI_API float         GetTextLineHeightWithSpacing();                                     // distance (in pixels) between 2 consecutive lines of text == GetWindowFontSize() + GetStyle().ItemSpacing.y
    IMGUI_API float         GetItemsLineHeightWithSpacing();                                    // distance (in pixels) between 2 consecutive lines of standard height widgets == GetWindowFontSize() + GetStyle().FramePadding.y*2 + GetStyle().ItemSpacing.y

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

    // ID scopes
    // If you are creating widgets in a loop you most likely want to push a unique identifier (e.g. object pointer, loop index) so ImGui can differentiate them.
    // You can also use the "##foobar" syntax within widget label to distinguish them from each others. Read "A primer on the use of labels/IDs" in the FAQ for more details.
    IMGUI_API void          PushID(const char* str_id);                                         // push identifier into the ID stack. IDs are hash of the entire stack!
    IMGUI_API void          PushID(const char* str_id_begin, const char* str_id_end);
    IMGUI_API void          PushID(const void* ptr_id);
    IMGUI_API void          PushID(int int_id);
    IMGUI_API void          PopID();
    IMGUI_API ImGuiID       GetID(const char* str_id);                                          // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself
    IMGUI_API ImGuiID       GetID(const char* str_id_begin, const char* str_id_end);
    IMGUI_API ImGuiID       GetID(const void* ptr_id);

    // Widgets: Text
    IMGUI_API void          TextUnformatted(const char* text, const char* text_end = NULL);               // doesn't require null terminated string if 'text_end' is specified. no copy done, no limits, recommended for long chunks of text
    IMGUI_API void          Text(const char* fmt, ...)                                     IM_FMTARGS(1); // simple formatted text
    IMGUI_API void          TextV(const char* fmt, va_list args)                           IM_FMTLIST(1);
    IMGUI_API void          TextColored(const ImVec4& col, const char* fmt, ...)           IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor();
    IMGUI_API void          TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2);
    IMGUI_API void          TextDisabled(const char* fmt, ...)                             IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor();
    IMGUI_API void          TextDisabledV(const char* fmt, va_list args)                   IM_FMTLIST(1);
    IMGUI_API void          TextWrapped(const char* fmt, ...)                              IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize().
    IMGUI_API void          TextWrappedV(const char* fmt, va_list args)                    IM_FMTLIST(1);
    IMGUI_API void          LabelText(const char* label, const char* fmt, ...)             IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets
    IMGUI_API void          LabelTextV(const char* label, const char* fmt, va_list args)   IM_FMTLIST(2);
    IMGUI_API void          BulletText(const char* fmt, ...)                               IM_FMTARGS(1); // shortcut for Bullet()+Text()
    IMGUI_API void          BulletTextV(const char* fmt, va_list args)                     IM_FMTLIST(1);
    IMGUI_API void          Bullet();                                                                     // draw a small circle and keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses

    // Widgets: Main
    IMGUI_API bool          Button(const char* label, const ImVec2& size = ImVec2(0,0));            // button
    IMGUI_API bool          SmallButton(const char* label);                                         // button with FramePadding=(0,0) to easily embed within text
    IMGUI_API bool          InvisibleButton(const char* str_id, const ImVec2& size);
    IMGUI_API void          Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
    IMGUI_API bool          ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0),  const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1));    // <0 frame_padding uses default frame padding settings. 0 for no padding
    IMGUI_API bool          Checkbox(const char* label, bool* v);
    IMGUI_API bool          CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
    IMGUI_API bool          RadioButton(const char* label, bool active);
    IMGUI_API bool          RadioButton(const char* label, int* v, int v_button);
    IMGUI_API bool          Combo(const char* label, int* current_item, const char* const* 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 void          PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
    IMGUI_API void          PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
    IMGUI_API void          PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0), int stride = sizeof(float));
    IMGUI_API void          PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0,0));
    IMGUI_API void          ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1,0), const char* overlay = NULL);

    // Widgets: Drags (tip: ctrl+click on a drag box to input with keyboard. manually input values aren't clamped, can go off-bounds)
    // For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
    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_min >= v_max we have no bound
    IMGUI_API bool          DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
    IMGUI_API bool          DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
    IMGUI_API bool          DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f);
    IMGUI_API bool          DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", const char* display_format_max = NULL, float power = 1.0f);
    IMGUI_API bool          DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");                                       // If v_min >= v_max we have no bound
    IMGUI_API bool          DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
    IMGUI_API bool          DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
    IMGUI_API bool          DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f");
    IMGUI_API bool          DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* display_format = "%.0f", const char* display_format_max = NULL);

    // Widgets: Input with Keyboard
    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          InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0,0), 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, ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputFloat3(const char* label, float v[3], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputFloat4(const char* label, float v[4], int decimal_precision = -1, ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags = 0);
    IMGUI_API bool          InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags = 0);

    // Widgets: Sliders (tip: ctrl+click on a slider to input with keyboard. manually input values aren't clamped, can go off-bounds)
    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 for in-slider labels or unit display. 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_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 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: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.)
    // Note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can the pass the address of a first float element out of a contiguous structure, e.g. &myvector.x
    IMGUI_API bool          ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
    IMGUI_API bool          ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
    IMGUI_API bool          ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
    IMGUI_API bool          ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
    IMGUI_API bool          ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0,0));  // display a colored square/button, hover for details, return true when pressed.
    IMGUI_API void          SetColorEditOptions(ImGuiColorEditFlags flags);                         // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.

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

    // Widgets: Selectable / Lists
    IMGUI_API bool          Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));  // size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height
    IMGUI_API bool          Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0,0));
    IMGUI_API bool          ListBox(const char* label, int* current_item, const char* const* items, int items_count, int height_in_items = -1);
    IMGUI_API bool          ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1);
    IMGUI_API bool          ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0,0)); // use if you want to reimplement ListBox() will custom data or interactions. make sure to call ListBoxFooter() afterwards.
    IMGUI_API bool          ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // "
    IMGUI_API void          ListBoxFooter();                                                    // terminate the scrolling region

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

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

    // Menus
    IMGUI_API bool          BeginMainMenuBar();                                                 // create and append to a full screen menu-bar. only call EndMainMenuBar() if this returns true!
    IMGUI_API void          EndMainMenuBar();
    IMGUI_API bool          BeginMenuBar();                                                     // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). only call EndMenuBar() if this returns true!
    IMGUI_API void          EndMenuBar();
    IMGUI_API bool          BeginMenu(const char* label, bool enabled = true);                  // create a sub-menu entry. only call EndMenu() if this returns true!
    IMGUI_API void          EndMenu();
    IMGUI_API bool          MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true);  // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment
    IMGUI_API bool          MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true);              // return true when activated + toggle (*p_selected) if p_selected != NULL

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

    // Logging: all text output from interface is redirected to tty/file/clipboard. By default, tree nodes are automatically opened during logging.
    IMGUI_API void          LogToTTY(int max_depth = -1);                                       // start logging to tty
    IMGUI_API void          LogToFile(int max_depth = -1, const char* filename = NULL);         // start logging to file
    IMGUI_API void          LogToClipboard(int max_depth = -1);                                 // start logging to OS clipboard
    IMGUI_API void          LogFinish();                                                        // stop logging (close file, etc.)
    IMGUI_API void          LogButtons();                                                       // helper to display buttons for logging to tty/file/clipboard
    IMGUI_API void          LogText(const char* fmt, ...) IM_FMTARGS(1);                        // pass text data straight to log (without being displayed)

    // Clipping
    IMGUI_API void          PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect);
    IMGUI_API void          PopClipRect();

    // Styles
    IMGUI_API void          StyleColorsClassic(ImGuiStyle* dst = NULL);

    // Utilities
    IMGUI_API bool          IsItemHovered(ImGuiHoveredFlags flags = 0);                         // is the last item hovered by mouse (and usable)?
    IMGUI_API bool          IsItemActive();                                                     // is 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          IsItemClicked(int mouse_button = 0);                                // is the last item clicked? (e.g. button/node just clicked on)
    IMGUI_API bool          IsItemVisible();                                                    // is the last item visible? (aka not out of sight due to clipping/scrolling.)
    IMGUI_API bool          IsAnyItemHovered();
    IMGUI_API bool          IsAnyItemActive();
    IMGUI_API ImVec2        GetItemRectMin();                                                   // get bounding rect of last item in screen space
    IMGUI_API ImVec2        GetItemRectMax();                                                   // "
    IMGUI_API ImVec2        GetItemRectSize();                                                  // "
    IMGUI_API void          SetItemAllowOverlap();                                              // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area.
    IMGUI_API bool          IsWindowFocused();                                                  // is current window focused
    IMGUI_API bool          IsWindowHovered(ImGuiHoveredFlags flags = 0);                       // is current window hovered (and typically: not blocked by a popup/modal)
    IMGUI_API bool          IsRootWindowFocused();                                              // is current root window focused (root = top-most parent of a child, otherwise self)
    IMGUI_API bool          IsRootWindowOrAnyChildFocused();                                    // is current root window or any of its child (including current window) focused
    IMGUI_API bool          IsRootWindowOrAnyChildHovered(ImGuiHoveredFlags flags = 0);         // is current root window or any of its child (including current window) hovered and hoverable (not blocked by a popup)
    IMGUI_API bool          IsAnyWindowHovered();                                               // is mouse hovering any visible window
    IMGUI_API bool          IsRectVisible(const ImVec2& size);                                  // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
    IMGUI_API bool          IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max);      // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
    IMGUI_API float         GetTime();
    IMGUI_API int           GetFrameCount();
    IMGUI_API const char*   GetStyleColorName(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);    // calculate coarse clipping for large list of evenly sized items. Prefer using the ImGuiListClipper higher-level helper if you can.

    IMGUI_API bool          BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags = 0);    // helper to create a child window / scrolling region that looks like a normal widget frame
    IMGUI_API void          EndChildFrame();

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

    // Inputs
    IMGUI_API int           GetKeyIndex(ImGuiKey imgui_key);                                    // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
    IMGUI_API bool          IsKeyDown(int user_key_index);                                      // is key being held. == io.KeysDown[user_key_index]. note that imgui doesn't know the semantic of each entry of io.KeyDown[]. Use your own indices/enums according to how your backend/engine stored them into KeyDown[]!
    IMGUI_API bool          IsKeyPressed(int user_key_index, bool repeat = true);               // was key pressed (went from !Down to Down). if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
    IMGUI_API bool          IsKeyReleased(int user_key_index);                                  // was key released (went from Down to !Down)..
    IMGUI_API int           GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
    IMGUI_API bool          IsMouseDown(int button);                                            // is mouse button held
    IMGUI_API bool          IsMouseClicked(int button, bool repeat = false);                    // did mouse button clicked (went from !Down to Down)
    IMGUI_API bool          IsMouseDoubleClicked(int button);                                   // did mouse button double-clicked. a double-click returns false in IsMouseClicked(). uses io.MouseDoubleClickTime.
    IMGUI_API bool          IsMouseReleased(int button);                                        // did mouse button released (went from Down to !Down)
    IMGUI_API bool          IsMouseDragging(int button = 0, float lock_threshold = -1.0f);      // is mouse dragging. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
    IMGUI_API bool          IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);  // is mouse hovering given bounding rect (in screen space). clipped by current clipping settings. disregarding of consideration of focus/window ordering/blocked by a popup.
    IMGUI_API bool          IsMousePosValid(const ImVec2* mouse_pos = NULL);                    //
    IMGUI_API ImVec2        GetMousePos();                                                      // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
    IMGUI_API ImVec2        GetMousePosOnOpeningCurrentPopup();                                 // retrieve backup of mouse positioning at the time of opening popup we have BeginPopup() into
    IMGUI_API ImVec2        GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f);    // dragging amount since clicking. if lock_threshold < -1.0f uses io.MouseDraggingThreshold
    IMGUI_API void          ResetMouseDragDelta(int button = 0);                                //
    IMGUI_API ImGuiMouseCursor GetMouseCursor();                                                // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
    IMGUI_API void          SetMouseCursor(ImGuiMouseCursor type);                              // set desired cursor type
    IMGUI_API void          CaptureKeyboardFromApp(bool capture = true);                        // manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application handle). e.g. force capture keyboard when your widget is being hovered.
    IMGUI_API void          CaptureMouseFromApp(bool capture = true);                           // manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application handle).

    // Helpers functions to access functions pointers in ImGui::GetIO()
    IMGUI_API void*         MemAlloc(size_t sz);
    IMGUI_API void          MemFree(void* ptr);
    IMGUI_API const char*   GetClipboardText();
    IMGUI_API void          SetClipboardText(const char* text);

    // Internal context access - if you want to use multiple context, share context between modules (e.g. DLL). There is a default context created and active by default.
    // All contexts share a same ImFontAtlas by default. If you want different font atlas, you can new() them and overwrite the GetIO().Fonts variable of an ImGui context.
    IMGUI_API const char*   GetVersion();
    IMGUI_API ImGuiContext* CreateContext(void* (*malloc_fn)(size_t) = NULL, void (*free_fn)(void*) = NULL);
    IMGUI_API void          DestroyContext(ImGuiContext* ctx);
    IMGUI_API ImGuiContext* GetCurrentContext();
    IMGUI_API void          SetCurrentContext(ImGuiContext* ctx);

} // namespace ImGui

struct ImGuiStyle
{
    float       Alpha;                      // Global alpha applies to everything in ImGui
    ImVec2      WindowPadding;              // Padding within a window
    ImVec2      WindowMinSize;              // Minimum window size
    float       WindowRounding;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows
    ImVec2      WindowTitleAlign;           // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
    float       ChildWindowRounding;        // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
    ImVec2      FramePadding;               // Padding within a framed rectangle (used by most widgets)
    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 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!
    float       IndentSpacing;              // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
    float       ColumnsMinSpacing;          // Minimum horizontal spacing between two columns
    float       ScrollbarSize;              // Width of the vertical scrollbar, Height of the horizontal scrollbar
    float       ScrollbarRounding;          // Radius of grab corners for scrollbar
    float       GrabMinSize;                // Minimum width/height of a grab box for slider/scrollbar.
    float       GrabRounding;               // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
    ImVec2      ButtonTextAlign;            // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
    ImVec2      DisplayWindowPadding;       // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
    ImVec2      DisplaySafeAreaPadding;     // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
    bool        AntiAliasedLines;           // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
    bool        AntiAliasedShapes;          // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
    float       CurveTessellationTol;       // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
    ImVec4      Colors[ImGuiCol_COUNT];

    IMGUI_API ImGuiStyle();
    IMGUI_API void ScaleAllSizes(float scale_factor);
};

// This is where your app communicate with ImGui. Access via ImGui::GetIO().
// Read 'Programmer guide' section in .cpp file for general usage.
struct ImGuiIO
{
    //------------------------------------------------------------------
    // Settings (fill once)                 // Default value:
    //------------------------------------------------------------------

    ImVec2        DisplaySize;              // <unset>              // Display size, in pixels. For clamping windows positions.
    float         DeltaTime;                // = 1.0f/60.0f         // Time elapsed since last frame, in seconds.
    float         IniSavingRate;            // = 5.0f               // Maximum time between saving positions/sizes to .ini file, in seconds.
    const char*   IniFilename;              // = "imgui.ini"        // Path to .ini file. NULL to disable .ini saving.
    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
    float         KeyRepeatDelay;           // = 0.250f             // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
    float         KeyRepeatRate;            // = 0.050f             // When holding a key/button, rate at which it repeats, in seconds.
    void*         UserData;                 // = NULL               // Store your own data for retrieval by callbacks.

    ImFontAtlas*  Fonts;                    // <auto>               // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
    float         FontGlobalScale;          // = 1.0f               // Global scale all fonts
    bool          FontAllowUserScaling;     // = false              // Allow user scaling text of individual window with CTRL+Wheel.
    ImFont*       FontDefault;              // = NULL               // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
    ImVec2        DisplayFramebufferScale;  // = (1.0f,1.0f)        // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
    ImVec2        DisplayVisibleMin;        // <unset> (0.0f,0.0f)  // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
    ImVec2        DisplayVisibleMax;        // <unset> (0.0f,0.0f)  // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize

    // Advanced/subtle behaviors
    bool          OSXBehaviors;             // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl

    //------------------------------------------------------------------
    // Input - Fill before calling NewFrame()
    //------------------------------------------------------------------

    ImVec2      MousePos;                   // Mouse position, in pixels. Set to ImVec2(-FLT_MAX,-FLT_MAX) if mouse is unavailable (on another screen, etc.)
    bool        MouseDown[5];               // Mouse buttons: left, right, middle + extras. ImGui itself mostly only uses left button (BeginPopupContext** are using right button). Others buttons allows us to track if the 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.
    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        KeySuper;                   // Keyboard modifier pressed: Cmd/Super/Windows
    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.

    // Functions
    IMGUI_API void AddInputCharacter(ImWchar c);                        // Add new character into InputCharacters[]
    IMGUI_API void AddInputCharactersUTF8(const char* utf8_chars);      // Add new characters into InputCharacters[] from an UTF-8 string
    inline void    ClearInputCharacters() { InputCharacters[0] = 0; }   // Clear the text input buffer manually

    //------------------------------------------------------------------
    // Output - Retrieve after calling NewFrame()
    //------------------------------------------------------------------

    bool        WantCaptureMouse;           // Mouse is hovering a window or widget is active (= ImGui will use your mouse input). Use to hide mouse from the rest of your application
    bool        WantCaptureKeyboard;        // Widget is active (= ImGui will use your keyboard input). Use to hide keyboard from the rest of your application
    bool        WantTextInput;              // Some text input widget is active, which will read input characters from the InputCharacters array. Use to activate on screen keyboard if your system needs one
    bool        WantMoveMouse;              // [BETA-NAV] MousePos has been altered. back-end should reposition mouse on next frame. used only if 'NavMovesMouse=true'.
    float       Framerate;                  // Application framerate estimation, in frame per second. Solely for convenience. Rolling average estimation based on IO.DeltaTime over 120 frames
    int         MetricsAllocs;              // Number of active memory allocations
    int         MetricsRenderVertices;      // Vertices output during last call to Render()
    int         MetricsRenderIndices;       // Indices output during last call to Render() = number of triangles * 3
    int         MetricsActiveWindows;       // Number of visible root windows (exclude child windows)
    ImVec2      MouseDelta;                 // Mouse delta. Note that this is zero if either current or previous position are negative, so a disappearing/reappearing mouse won't have a huge delta for one frame.

    IMGUI_API   ImGuiIO();
};

//-----------------------------------------------------------------------------
// Helpers
//-----------------------------------------------------------------------------

// Helper: execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Usage:
//   static ImGuiOnceUponAFrame oaf;
//   if (oaf)
//       ImGui::Text("This will be called only once per frame");
struct ImGuiOnceUponAFrame
{
    ImGuiOnceUponAFrame() { RefFrame = -1; }
    mutable int RefFrame;
    operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; }
};

// Helper macro for ImGuiOnceUponAFrame. Attention: The macro expands into 2 statement so make sure you don't use it within e.g. an if() statement without curly braces.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS    // Will obsolete
#define IMGUI_ONCE_UPON_A_FRAME     static ImGuiOnceUponAFrame imgui_oaf; if (imgui_oaf)
#endif

// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
struct ImGuiTextFilter
{
    struct TextRange
    {
        const char* b;
        const char* e;

        TextRange() { b = e = NULL; }
        TextRange(const char* _b, const char* _e) { b = _b; e = _e; }
        const char* begin() const { return b; }
        const char* end() const { return e; }
        bool empty() const { return b == e; }
        char front() const { return *b; }
        static bool is_blank(char c) { return c == ' ' || c == '\t'; }
        void trim_blanks() { while (b < e && is_blank(*b)) b++; while (e > b && is_blank(*(e-1))) e--; }
        IMGUI_API void split(char separator, ImVector<TextRange>& out);
    };

    char                InputBuf[256];
    ImVector<TextRange> Filters;
    int                 CountGrep;

    IMGUI_API           ImGuiTextFilter(const char* default_filter = "");
                        ~ImGuiTextFilter() {}
    void                Clear() { InputBuf[0] = 0; Build(); }
    IMGUI_API bool      Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f);    // Helper calling InputText+Build
    IMGUI_API bool      PassFilter(const char* text, const char* text_end = NULL) const;
    bool                IsActive() const { return !Filters.empty(); }
    IMGUI_API void      Build();
};

// Helper: Simple Key->value storage
// Typically you don't have to worry about this since a storage is held within each Window.
// We use it to e.g. store collapse state for a tree (Int 0/1), store color edit options.
// This is optimized for efficient reading (dichotomy into a contiguous buffer), rare writing (typically tied to user interactions)
// You can use it as custom user storage for temporary values. Declare your own storage if, for example:
// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state).
// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient)
// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types.
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; }
    };
    ImVector<Pair>      Data;

    // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
    // - Set***() functions find pair, insertion on demand if missing.
    // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
    IMGUI_API void      Clear();
    IMGUI_API int       GetInt(ImGuiID key, int default_val = 0) const;
    IMGUI_API void      SetInt(ImGuiID key, int val);
    IMGUI_API bool      GetBool(ImGuiID key, bool default_val = false) const;
    IMGUI_API void      SetBool(ImGuiID key, bool val);
    IMGUI_API float     GetFloat(ImGuiID key, float default_val = 0.0f) const;
    IMGUI_API void      SetFloat(ImGuiID key, float val);
    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.
    // - 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 for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct)
    //      float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar;
    IMGUI_API int*      GetIntRef(ImGuiID key, int default_val = 0);
    IMGUI_API bool*     GetBoolRef(ImGuiID key, bool default_val = false);
    IMGUI_API float*    GetFloatRef(ImGuiID key, float default_val = 0.0f);
    IMGUI_API void**    GetVoidPtrRef(ImGuiID key, void* default_val = NULL);

    // Use on your own storage if you know only integer are being stored (open/close all tree nodes)
    IMGUI_API void      SetAllInt(int val);
};

// Shared state of InputText(), passed to callback when a ImGuiInputTextFlags_Callback* flag is used and the corresponding callback is triggered.
struct ImGuiTextEditCallbackData
{
    ImGuiInputTextFlags EventFlag;      // One of ImGuiInputTextFlags_Callback* // Read-only
    ImGuiInputTextFlags Flags;          // What user passed to InputText()      // Read-only
    void*               UserData;       // What user passed to InputText()      // Read-only
    bool                ReadOnly;       // Read-only mode                       // Read-only

    // CharFilter event:
    ImWchar             EventChar;      // Character input                      // Read-write (replace character or set to zero)

    // Completion,History,Always events:
    // If you modify the buffer contents make sure you update 'BufTextLen' and set 'BufDirty' to true.
    ImGuiKey            EventKey;       // Key pressed (Up/Down/TAB)            // Read-only
    char*               Buf;            // Current text buffer                  // Read-write (pointed data only, can't replace the actual pointer)
    int                 BufTextLen;     // Current text length in bytes         // Read-write
    int                 BufSize;        // Maximum text length in bytes         // Read-only
    bool                BufDirty;       // Set if you modify Buf/BufTextLen!!   // Write
    int                 CursorPos;      //                                      // Read-write
    int                 SelectionStart; //                                      // Read-write (== to SelectionEnd when no selection)
    int                 SelectionEnd;   //                                      // Read-write

    // NB: Helper functions for text manipulation. Calling those function loses selection.
    IMGUI_API void    DeleteChars(int pos, int bytes_count);
    IMGUI_API void    InsertChars(int pos, const char* text, const char* text_end = NULL);
    bool    HasSelection() const { return SelectionStart != SelectionEnd; }
};

// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin().
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
struct ImGuiSizeConstraintCallbackData
{
    void*   UserData;       // Read-only.   What user passed to SetNextWindowSizeConstraints()
    ImVec2  Pos;            // Read-only.    Window position, for reference.
    ImVec2  CurrentSize;    // Read-only.    Current window size.
    ImVec2  DesiredSize;    // Read-write.  Desired size, based on user's mouse position. Write to this field to restrain resizing.
};

// Helper: Manually clip large list of items.
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse clipping based on visibility to save yourself from processing those items at all.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// ImGui already clip items based on their bounds but it needs to measure text size to do so. Coarse clipping before submission makes this cost and your own data fetching/submission cost null.
// Usage:
//     ImGuiListClipper clipper(1000);  // we have 1000 elements, evenly spaced.
//     while (clipper.Step())
//         for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
//             ImGui::Text("line number %d", i);
// - Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height (step skipped if we passed a known height as second arg to constructor).
// - Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element.
// - (Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user call Step(). Does nothing and switch to Step 3.)
// - Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop.
struct ImGuiListClipper
{
    float   StartPosY;
    float   ItemsHeight;
    int     ItemsCount, StepNo, DisplayStart, DisplayEnd;

    // items_count:  Use -1 to ignore (you can call Begin later). Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step).
    // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetItemsLineHeightWithSpacing().
    // If you don't specify an items_height, you NEED to call Step(). If you specify items_height you may call the old Begin()/End() api directly, but prefer calling Step().
    ImGuiListClipper(int items_count = -1, float items_height = -1.0f)  { Begin(items_count, items_height); } // NB: Begin() initialize every fields (as we allow user to call Begin/End multiple times on a same instance if they want).
    ~ImGuiListClipper()                                                 { IM_ASSERT(ItemsCount == -1); }      // Assert if user forgot to call End() or Step() until false.

    IMGUI_API bool Step();                                              // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
    IMGUI_API void Begin(int items_count, float items_height = -1.0f);  // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1.
    IMGUI_API void End();                                               // Automatically called on the last call of Step() that returns false.
};

//-----------------------------------------------------------------------------
// Draw List
// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList.
//-----------------------------------------------------------------------------

// Draw callbacks for advanced uses.
// NB- You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering (you can poke into the draw list for that)
// Draw callback may be useful for example, A) Change your GPU render state, B) render a complex 3D scene inside a UI element (without an intermediate texture/render target), etc.
// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) cmd.UserCallback(parent_list, cmd); else RenderTriangles()'
typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd);

// Typically, 1 command = 1 gpu draw call (unless command is a callback)
struct ImDrawCmd
{
    unsigned int    ElemCount;              // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
    ImVec4          ClipRect;               // Clipping rectangle (x1, y1, x2, y2)
    ImTextureID     TextureId;              // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
    ImDrawCallback  UserCallback;           // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
    void*           UserCallbackData;       // The draw callback code can access this.

    ImDrawCmd() { ElemCount = 0; ClipRect.x = ClipRect.y = -8192.0f; ClipRect.z = ClipRect.w = +8192.0f; TextureId = NULL; UserCallback = NULL; UserCallbackData = NULL; }
};

// Vertex layout
struct ImDrawVert
{
    ImVec2  pos;
    ImVec2  uv;
    ImU32   col;
};

// Draw channels are used by the Columns API to "split" the render list into different channels while building, so items of each column can be batched together.
// You can also use them to simulate drawing layers and submit primitives in a different order than how they will be rendered.
struct ImDrawChannel
{
    ImVector<ImDrawCmd>     CmdBuffer;
    ImVector<ImDrawIdx>     IdxBuffer;
};

// Draw command list
// This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
// 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 generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), however you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
// Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions).
struct ImDrawList
{
    // This is what you have to render
    ImVector<ImDrawCmd>     CmdBuffer;          // Commands. Typically 1 command = 1 GPU draw call.
    ImVector<ImDrawIdx>     IdxBuffer;          // Index buffer. Each command consume ImDrawCmd::ElemCount of those
    ImVector<ImDrawVert>    VtxBuffer;          // Vertex buffer.

    // [Internal, used while building lists]
    const char*             _OwnerName;         // Pointer to owner window's name for debugging
    unsigned int            _VtxCurrentIdx;     // [Internal] == VtxBuffer.Size
    ImDrawVert*             _VtxWritePtr;       // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
    ImDrawIdx*              _IdxWritePtr;       // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
    ImVector<ImVec4>        _ClipRectStack;     // [Internal]
    ImVector<ImTextureID>   _TextureIdStack;    // [Internal]
    ImVector<ImVec2>        _Path;              // [Internal] current path building
    int                     _ChannelsCurrent;   // [Internal] current channel number (0)
    int                     _ChannelsCount;     // [Internal] number of active channels (1+)
    ImVector<ImDrawChannel> _Channels;          // [Internal] draw channels for columns API (not resized down so _ChannelsCount may be smaller than _Channels.Size)

    ImDrawList()  { _OwnerName = NULL; Clear(); }
    ~ImDrawList() { ClearFreeMemory(); }
    IMGUI_API void  PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false);  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
    IMGUI_API void  PushClipRectFullScreen();
    IMGUI_API void  PopClipRect();
    IMGUI_API void  PushTextureID(const ImTextureID& texture_id);
    IMGUI_API void  PopTextureID();
    inline ImVec2   GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); }
    inline ImVec2   GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }

    // 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_flags = ~0, float thickness = 1.0f);   // a: upper-left, b: lower-right, rounding_corners_flags: 4-bits corresponding to which corner to round
    IMGUI_API void  AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners_flags = ~0);                     // a: upper-left, b: lower-right
    IMGUI_API void  AddRectFilledMultiColor(const ImVec2& a, const ImVec2& b, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left);
    IMGUI_API void  AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness = 1.0f);
    IMGUI_API void  AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
    IMGUI_API void  AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness = 1.0f);
    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, float thickness = 1.0f);
    IMGUI_API void  AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
    IMGUI_API void  AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
    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 ImVec4* cpu_fine_clip_rect = NULL);
    IMGUI_API void  AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
    IMGUI_API void  AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
    IMGUI_API void  AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
    IMGUI_API void  AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
    IMGUI_API void  AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);

    // Stateful path API, add points then finish with PathFill() or PathStroke()
    inline    void  PathClear()                                                 { _Path.resize(0); }
    inline    void  PathLineTo(const ImVec2& pos)                               { _Path.push_back(pos); }
    inline    void  PathLineToMergeDuplicate(const ImVec2& pos)                 { if (_Path.Size == 0 || memcmp(&_Path[_Path.Size-1], &pos, 8) != 0) _Path.push_back(pos); }
    inline    void  PathFillConvex(ImU32 col)                                   { AddConvexPolyFilled(_Path.Data, _Path.Size, col, true); PathClear(); }
    inline    void  PathStroke(ImU32 col, bool closed, float thickness = 1.0f)  { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness, true); PathClear(); }
    IMGUI_API void  PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 10);
    IMGUI_API void  PathArcToFast(const ImVec2& centre, float radius, int a_min_of_12, int a_max_of_12);                                // Use precomputed angles for a 12 steps circle
    IMGUI_API void  PathBezierCurveTo(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
    IMGUI_API void  PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, int rounding_corners_flags = ~0);   // rounding_corners_flags: 4-bits corresponding to which corner to round

    // Channels
    // - Use to simulate layers. By switching channels to can render out-of-order (e.g. submit foreground primitives before background primitives)
    // - Use to minimize draw calls (e.g. if going back-and-forth between multiple non-overlapping clipping rectangles, prefer to append into separate channels then merge at the end)
    IMGUI_API void  ChannelsSplit(int channels_count);
    IMGUI_API void  ChannelsMerge();
    IMGUI_API void  ChannelsSetCurrent(int channel_index);

    // Advanced
    IMGUI_API void  AddCallback(ImDrawCallback callback, void* callback_data);  // Your rendering function must check for 'UserCallback' 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
};

// All draw data to render an ImGui frame
struct ImDrawData
{
    bool            Valid;                  // Only valid after Render() is called and before the next NewFrame() is called.
    ImDrawList**    CmdLists;
    int             CmdListsCount;
    int             TotalVtxCount;          // For convenience, sum of all cmd_lists vtx_buffer.Size
    int             TotalIdxCount;          // For convenience, sum of all cmd_lists idx_buffer.Size

    // Functions
    ImDrawData() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; }
    IMGUI_API void DeIndexAllBuffers();               // For backward compatibility or convenience: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
    IMGUI_API void ScaleClipRects(const ImVec2& sc);  // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
};

struct ImFontConfig
{
    void*           FontData;                   //          // TTF/OTF data
    int             FontDataSize;               //          // TTF/OTF data size
    bool            FontDataOwnedByAtlas;       // true     // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself).
    int             FontNo;                     // 0        // Index of font within TTF/OTF file
    float           SizePixels;                 //          // Size in pixels for rasterizer.
    int             OversampleH, OversampleV;   // 3, 1     // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
    bool            PixelSnapH;                 // false    // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1.
    ImVec2          GlyphExtraSpacing;          // 1, 0     // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
    ImVec2          GlyphOffset;                // 0, 0     // Offset all glyphs from this font input.
    const ImWchar*  GlyphRanges;                // NULL     // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
    bool            MergeMode;                  // false    // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
    unsigned int    RasterizerFlags;            // 0x00     // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one.
    float           RasterizerMultiply;         // 1.0f     // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable.

    // [Internal]
    char            Name[32];                               // Name (strictly to ease debugging)
};

struct ImFontGlyph
{
    ImWchar         Codepoint;          // 0x0000..0xFFFF
    float           AdvanceX;           // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in)
    float           X0, Y0, X1, Y1;     // Glyph corners
    float           U0, V0, U1, V1;     // Texture coordinates
};

// Load and rasterize multiple TTF/OTF fonts into a same texture.
// Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
// We also add custom graphic data into the texture that serves for ImGui.
//  1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
//  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.
// IMPORTANT: If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the ImFont is build (when calling GetTextData*** or Build()). We only copy the pointer, not the data.
struct ImFontAtlas
{
    IMGUI_API ImFontAtlas();
    IMGUI_API ~ImFontAtlas();
    IMGUI_API ImFont*           AddFont(const ImFontConfig* font_cfg);
    IMGUI_API ImFont*           AddFontDefault(const ImFontConfig* font_cfg = NULL);
    IMGUI_API ImFont*           AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
    IMGUI_API ImFont*           AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);                                       // Transfer ownership of 'ttf_data' to ImFontAtlas, will be deleted after Build()
    IMGUI_API ImFont*           AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp
    IMGUI_API ImFont*           AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);              // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 paramaeter
    IMGUI_API void              ClearTexData();             // Clear the CPU-side texture data. Saves RAM once the texture has been copied to graphics memory.
    IMGUI_API void              ClearInputData();           // Clear the input TTF data (inc sizes, glyph ranges)
    IMGUI_API void              ClearFonts();               // Clear the ImGui-side font data (glyphs storage, UV coordinates)
    IMGUI_API void              Clear();                    // Clear all

    // Build atlas, retrieve pixel data.
    // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
    // RGBA32 format is provided for convenience and compatibility, but note that unless you use CustomRect to draw color data, the RGB pixels emitted from Fonts will all be white (~75% of waste).
    // Pitch = Width * BytesPerPixels
    IMGUI_API bool              Build();                    // Build pixels data. This is called automatically for you by the GetTexData*** functions.
    IMGUI_API void              GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 1 byte per-pixel
    IMGUI_API void              GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL);  // 4 bytes-per-pixel
    void                        SetTexID(ImTextureID id)    { TexID = id; }

    //-------------------------------------------
    // Glyph Ranges
    //-------------------------------------------

    // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
    // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
    IMGUI_API const ImWchar*    GetGlyphRangesDefault();    // Basic Latin, Extended Latin
    IMGUI_API const ImWchar*    GetGlyphRangesKorean();     // Default + Korean characters
    IMGUI_API const ImWchar*    GetGlyphRangesJapanese();   // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
    IMGUI_API const ImWchar*    GetGlyphRangesChinese();    // Default + Japanese + full set of about 21000 CJK Unified Ideographs
    IMGUI_API const ImWchar*    GetGlyphRangesCyrillic();   // Default + about 400 Cyrillic characters
    IMGUI_API const ImWchar*    GetGlyphRangesThai();       // Default + Thai characters

    // Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges().
    struct GlyphRangesBuilder
    {
        ImVector<unsigned char> UsedChars;  // Store 1-bit per Unicode code point (0=unused, 1=used)
        GlyphRangesBuilder()                { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
        bool           GetBit(int n)        { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
        void           SetBit(int n)        { UsedChars[n >> 3] |= 1 << (n & 7); }  // Set bit 'c' in the array
        void           AddChar(ImWchar c)   { SetBit(c); }                          // Add character
        IMGUI_API void AddText(const char* text, const char* text_end = NULL);      // Add string (each character of the UTF-8 string are added)
        IMGUI_API void AddRanges(const ImWchar* ranges);                            // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext
        IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges);                  // Output new ranges
    };

    //-------------------------------------------
    // Custom Rectangles/Glyphs API
    //-------------------------------------------

    // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
    // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
    struct CustomRect
    {
        unsigned int    ID;             // Input    // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
        unsigned short  Width, Height;  // Input    // Desired rectangle dimension
        unsigned short  X, Y;           // Output   // Packed position in Atlas
        float           GlyphAdvanceX;  // Input    // For custom font glyphs only (ID<0x10000): glyph xadvance
        ImVec2          GlyphOffset;    // Input    // For custom font glyphs only (ID<0x10000): glyph display offset
        ImFont*         Font;           // Input    // For custom font glyphs only (ID<0x10000): target font
        CustomRect()            { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
        bool IsPacked() const   { return X != 0xFFFF; }
    };

    IMGUI_API int       AddCustomRectRegular(unsigned int id, int width, int height);                                                                   // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
    IMGUI_API int       AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0));   // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
    IMGUI_API void      CalcCustomRectUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
    const CustomRect*   GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }

    //-------------------------------------------
    // Members
    //-------------------------------------------

    ImTextureID                 TexID;              // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
    int                         TexDesiredWidth;    // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
    int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1.
};

// Font runtime data and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
struct ImFont
{
    // Members: Hot ~62/78 bytes
    float                       FontSize;           // <user set>   // Height of characters, set during loading (don't change after loading)
    float                       Scale;              // = 1.f        // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
    ImVec2                      DisplayOffset;      // = (0.f,1.f)  // Offset font rendering by xx pixels
    ImVector<ImFontGlyph>       Glyphs;             //              // All glyphs.
    ImVector<float>             IndexAdvanceX;      //              // Sparse. Glyphs->AdvanceX in a directly indexable way (more cache-friendly, for CalcTextSize functions which are often bottleneck in large UI).
    ImVector<unsigned short>    IndexLookup;        //              // Sparse. Index glyphs by Unicode code-point.
    const ImFontGlyph*          FallbackGlyph;      // == FindGlyph(FontFallbackChar)
    float                       FallbackAdvanceX;   // == FallbackGlyph->AdvanceX
    ImWchar                     FallbackChar;       // = '?'        // Replacement glyph if one isn't found. Only set via SetFallbackChar()

    // Members: Cold ~18/26 bytes
    short                       ConfigDataCount;    // ~ 1          // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont.
    ImFontConfig*               ConfigData;         //              // Pointer within ContainerAtlas->ConfigData
    ImFontAtlas*                ContainerAtlas;     //              // What we has been loaded into
    float                       Ascent, Descent;    //              // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize]
    int                         MetricsTotalSurface;//              // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)

    // Methods
    IMGUI_API ImFont();
    IMGUI_API ~ImFont();
    IMGUI_API void              ClearOutputData();
    IMGUI_API void              BuildLookupTable();
    IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const;
    IMGUI_API void              SetFallbackChar(ImWchar c);
    float                       GetCharAdvance(ImWchar c) const     { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; }
    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 const char*       CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
    IMGUI_API void              RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const;
    IMGUI_API void              RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
};
]]

-- internal functions
local cursor_active = false
local function show_cursor(show)
	cursor_active = show
	showCursor(show, imgui.LockPlayer)
end

local controls_locked = false
local function lock_player_controls(lock)
	controls_locked = lock
	lockPlayerControl(lock)
end

local font_loaded = false
local glyph_ranges = nil
local function load_default_font()
	local font_path = getFolderPath(0x14) .. '\\trebucbd.ttf'
	assert(doesFileExist(font_path), 'WTF: Font "' .. font_path .. '" doesn\'t exist')
	imgui.SwitchContext()
	local builder = imgui.ImFontAtlasGlyphRangesBuilder()
	builder:AddRanges(imgui.GetIO().Fonts:GetGlyphRangesCyrillic())
	builder:AddText('‚„…†‡€‰‹‘’“”•–—™›№')
	glyph_ranges = builder:BuildRanges()
	imgui.GetIO().Fonts:AddFontFromFileTTF(font_path, 14.0, nil, glyph_ranges)
	font_loaded = true
end

local function ready_to_process()
	return imgui.Process and (not isPauseMenuActive() or imgui.RenderInMenu)
end

-- internal events
local function on_lost_device()
	renderer:OnLostDevice()
end

local function on_reset_device()
	renderer:OnResetDevice()
end

local function on_draw_scene()
	if ready_to_process() then
		if not font_loaded then
			load_default_font()
		end
		if imgui.BeforeDrawFrame then
			imgui.SwitchContext()
			imgui.BeforeDrawFrame()
		end
		renderer:BeginFrame()
		if imgui.OnDrawFrame then
			imgui.OnDrawFrame()
		end
		renderer:EndFrame()
	end
end

local key_state = {}
local function on_window_message(msg, wparam, lparam)
	-- handle input
	if not imgui.DisableInput and ready_to_process() then
		local handled = renderer:DispatchWindowMessage(msg, wparam, lparam)
		if handled ~= 0 then
			renderer:SwitchContext()
			local io = imgui.GetIO()
			if (handled == imgui.InputDeviceType.Mouse and io.WantCaptureMouse) or (handled == imgui.InputDeviceType.Keyboard and io.WantCaptureKeyboard) then
				if msg == winmsg.WM_KEYDOWN or msg == winmsg.WM_SYSKEYDOWN then
					key_state[wparam] = false
					consumeWindowMessage()
				elseif msg == winmsg.WM_KEYUP or msg == winmsg.WM_SYSKEYUP then
					if not key_state[wparam] then
						consumeWindowMessage()
					end
				else
					consumeWindowMessage()
				end
			end
		end
	end
	-- save key states to prevent key sticking
	if msg == winmsg.WM_KILLFOCUS then
		key_state = {}
	elseif wparam <= 255 then
		if msg == winmsg.WM_KEYDOWN or msg == winmsg.WM_SYSKEYDOWN then
			key_state[wparam] = true
		elseif msg == winmsg.WM_KEYUP or msg == winmsg.WM_SYSKEYUP then
			key_state[wparam] = false
		end
	end
end

-- shift key bug fix
memory.fill(0x00531155, 0x90, 5, true)

-- initialization
addEventHandler('onD3DDeviceLost', on_lost_device)
addEventHandler('onD3DDeviceReset', on_reset_device)
addEventHandler('onD3DPresent', on_draw_scene)
addEventHandler('onWindowMessage', on_window_message)
local cursor_thread = lua_thread.create(function()
	while true do
		wait(0)
		if imgui.ShowCursor and ready_to_process() then
			show_cursor(true)
		elseif cursor_active then
			show_cursor(false)
		end
	end
end)
cursor_thread.work_in_pause = true

return imgui
```
ASSISTANT
The error message you're encountering:

```
attempt to call field 'BeginTabBar' (a nil value)
```

indicates that the function `BeginTabBar` does not exist in the `imgui` module you're using. This is happening because the version of **ImGui** (specifically, the Lua binding **MoonImGui**) you're utilizing doesn't support the `BeginTabBar` function.

**Background:**

The `BeginTabBar` function, along with other tab-related features, was introduced in **Dear ImGui version 1.53** released in **December 2017**. If your version of **MoonImGui** (the Lua binding for ImGui used by MoonLoader) predates this version, it won't have the `BeginTabBar` function implemented.

**Why This Error Occurs:**

- **Outdated ImGui Version:** Your current ImGui binding (`MoonImGui`) is outdated and does not include the `BeginTabBar` function.
- **Missing Function Definition:** As a result, when your script tries to call `imgui.BeginTabBar`, it finds that this function is `nil` (not defined), leading to the error.

**Solution:**

1. **Update MoonImGui:**

   - **Check Version:** Ensure you're using the latest version of **MoonImGui** that includes support for `BeginTabBar`.
   - **Download Latest Version:**
     - Visit the [MoonLoader official repository](https://github.com/MoonLoader/MoonLoader) or the [MoonImGui repository](https://github.com/MoonyoungGOOD/MoonImGui) (or the source where you obtained MoonImGui) and download the latest version.
     - Replace your current `imgui.lua` with the updated one.

2. **Update MoonLoader (if necessary):**

   - Ensure you're using a version of **MoonLoader** that is compatible with the latest **MoonImGui**.
   - **Minimum Version Required:** The comment in your `imgui.lua` mentions:

     ```lua
     assert(getMoonloaderVersion() >= 026, 'Moon ImGui requires MoonLoader v.026 or greater.')
     ```

     Ensure your MoonLoader version is **0.26** or greater.

3. **Modify Your Script (Temporary Workaround):**

   - If updating is not immediately possible, consider modifying your script to avoid using `BeginTabBar`.
   - **Alternative Approach:** Use other UI elements that are supported in your current version, such as:

     ```lua
     imgui.BeginChild("ChildWindow", imgui.ImVec2(0,0), false)
     -- Add your UI elements here
     imgui.EndChild()
     ```

   - **Note:** This is a temporary workaround and may not provide the same functionality as tabs.

**Example Steps to Update MoonImGui:**

1. **Backup Your Current Setup:**

   - Before making any changes, ensure you have backups of your current scripts and libraries.

2. **Download Latest MoonImGui:**

   - Visit the MoonImGui GitHub repository or the official MoonLoader website.
   - Download the latest `imgui.lua` and any associated files.

3. **Replace the Library:**

   - Replace your current `imgui.lua` (usually found in `moonloader/lib/`) with the new one.
   - Ensure there are no conflicts or multiple versions in your `lib` folder.

4. **Test Your Script:**

   - Run your script again to see if the error is resolved.
   - If new errors appear, ensure that all dependencies are correctly updated.

5. **Update Any Dependencies:**

   - Some versions may require additional libraries or updates to other components.
   - Follow any documentation provided with the new version.

**Additional Tips:**

- **Consult Documentation:** Always refer to the official documentation for the version you're using.
- **Check Sample Scripts:** Look at example scripts or tutorials that use `BeginTabBar` to ensure you're using it correctly.
- **Community Support:** If issues persist, consider reaching out to the MoonLoader community or forums for assistance.

**Conclusion:**

Updating your ImGui binding to a version that supports `BeginTabBar` should resolve the error you're encountering. This will allow you to use the latest ImGui features in your Lua scripts with MoonLoader.

turns-00031.parquet:40474

e1da97f7e0b6019524889547
turn 1/1o1-preview-2024-09-12EnglishSweden5120 words
degenerate_repetitionAbsentFinal dense release
USER
You said:
I wrote sys_info in cs2 console. this was the output, can you confirm the video.txt config i added are indeed working?
"video.cfg"
{
	"Version"		"15"
	"VendorID"		"4098"
	"DeviceID"		"29695"
	"setting.cpu_level"		"3"
	"setting.gpu_mem_level"		"3"
	"setting.gpu_level"		"3"
	"setting.knowndevice"		"0"
	"setting.defaultres"		"1280"
	"setting.defaultresheight"		"1024"
	"setting.refreshrate_numerator"		"240"
	"setting.refreshrate_denominator"		"1"
	"setting.fullscreen"		"1"
	"setting.coop_fullscreen"		"0"
	"setting.nowindowborder"		"1"
	"setting.mat_vsync"		"0"
	"setting.fullscreen_min_on_focus_loss"		"1"
	"setting.high_dpi"		"0"
	"Autoconfig"		"2"
	"setting.shaderquality"		"0"
	"setting.r_texturefilteringquality"		"0"
	"setting.msaa_samples"		"0"
	"setting.r_csgo_cmaa_enable"		"0"
	"setting.videocfg_shadow_quality"		"0"
	"setting.videocfg_dynamic_shadows"		"0"
	"setting.videocfg_texture_detail"		"0"
	"setting.videocfg_particle_detail"		"0"
	"setting.videocfg_ao_detail"		"0"
	"setting.videocfg_hdr_detail"		"-1"
	"setting.videocfg_fsr_detail"		"0"
	"setting.monitor_index"		"0"
	"setting.r_low_latency"		"0"
	"setting.aspectratiomode"		"0"

	// Custom added settings:
	"mat_queue_mode"		"2"  // Multi-core rendering
	"cl_forcepreload"		"1"  // Preload models and sounds
	"fps_max"			"240"  // Limit FPS to 240
	"r_dynamic"			"0"   // Disable dynamic lighting
	"mat_antialias"		"0"   // Disable anti-aliasing
	"mat_monitorgamma"		"1.8"  // Gamma brightness adjustment
	"r_drawtracers_firstperson"	"0"   // Disable first-person tracers
	"r_eyegloss"			"0"   // Disable character eye gloss
	"r_eyemove"			"0"   // Disable eye movement
	"r_decal_cullsize"		"10"  // Limit small decals
	"cl_interp_ratio"		"1"   // Interpolation ratio for movement
	"cl_interp"			"0"   // Lowest possible interpolation
	"rate"				"786432"  // Internet connection speed
	"cl_updaterate"		"128"  // Server update rate
	"cl_cmdrate"			"128"  // Command rate for servers
	"m_rawinput"			"1"   // Direct mouse input
	"snd_mixahead"		"0.05"  // Sound latency
	"r_cheapwaterstart"		"1"   // Simplified water rendering
	"r_maxdlights"		"32"   // Limit dynamic lights
	"r_drawparticles"		"0"   // Disable particle effects
}

--- System Information ---
Uptime( 51.822376 )
Total frames( 1308 )
Curtime( 11.023411 )
Realtime( 30.312918 )
Current Map: '<empty>'
Addons: 
VPK overrides: 
SpawnCount: 1
Command Line: "cs2.exe" -steam
Launch path: c:\program files (x86)\steam\steamapps\common\Counter-Strike Global Offensive\game\bin\win64\cs2.exe
Build: 10203 (revision 9235676)
OS: Windows 10 Pro (Build: 22631) (UBR: 4249) (Administrator User)
OS type: Windows 11 (21)
Windows Game DVR: not enabled
Windows Game Mode: active
App UI Language: english, convar english, localization english
Windows user default LCID: 0x2000
App active: yes, 0ms inactive sleep
Number of immediate Steam friends: 252 (all friends 285)
Steam UGC subscriptions: unavailable
Misc: rate 786432 update 64 latency 0 msec
Net: loopback:1
Time: Mon Oct  7 03:50:40 2024
Process: 64-bit, OS: 64-bit
Process priority: normal, main thread priority: normal
CPUs: 24 CPUs (12 cores), Frequency: 3.7 GHz,  Features: F/M/S 25/33/2 AuthenticAMD SSE SSE2 SSE4.1 SSE4.2 AVX AVX2 MMX RDTSC RDTSCP CMOV FCMOV PCLMULQDQ 
CPU brand information: AMD Ryzen 9 5900X 12-Core Processor            
Engine thread pool: 11 thread(s)
Render system:  DX11
Driver Name:  AMD Radeon RX 6600 XT
Driver Version: 32.0.12011.1036
VendorId / DeviceId:  0x1002 / 0x73ff
SubSystem / Rev:  0x65011eae / 0xc1
DXLevel:  110
Texture memory:  8,514,670,592
Vid:  Exclusive Fullscreen, render at 1280 x 1024, display at 1920 x 1080, refresh rate 240.00Hz (240Hz desktop)
Texture data resident:  2,392,806,788 (panorama_rt 40,079,360; panorama_tex 6,608,224)
Autoconfig:2, Version:15, aspectratiomode:0, cl_cmdrate:128, cl_forcepreload:1, 
cl_interp:0, cl_interp_ratio:1, cl_updaterate:128, coop_fullscreen:0, cpu_level:3, 
defaultres:1280, defaultresheight:1024, fps_max:240, fullscreen:1, fullscreen_min_on_focus_loss:1, 
gpu_level:3, gpu_mem_level:3, high_dpi:0, knowndevice:0, m_rawinput:1,mat_antialias:0, 
mat_monitorgamma:1.800000, mat_queue_mode:2, mat_vsync:0, monitor_index:0, msaa_samples:0, 
nowindowborder:1, r_cheapwaterstart:1, r_csgo_cmaa_enable:0, r_decal_cullsize:10, 
r_drawparticles:0, r_drawtracers_firstperson:0, r_dynamic:0, r_eyegloss:0, r_eyemove:0, 
r_low_latency:0, r_maxdlights:32, r_texturefilteringquality:0, rate:786432, refreshrate_denominator:1, 
refreshrate_numerator:240, shaderquality:0, snd_mixahead:0.050000, videocfg_ao_detail:0, 
videocfg_dynamic_shadows:0, videocfg_fsr_detail:0, videocfg_hdr_detail:-1, videocfg_particle_detail:0, 
videocfg_shadow_quality:0, videocfg_texture_detail:0, 
Scene information:
Begin to finish rendering views : 0.000453
Finish to complete : 0.001492
Number of views allocated : 7
Triangles rendered: 1,472,668
SceneObjects drawn: 364 in 374 draw calls
  75 base, 113 animated
  176 agg [457 fragments (139 merged), 18,936 meshlets (0 recull, 0 recull visible)]
Material changes: 311 (144 depth-only)
   292 initial materials (142 initial depth-only) (0 fast-path depth-only)
Unbatchable material draws: 0
Lights in view (unshadowed+shadowed): 0+0 omni, 0+0 spot, 0+0 barn 1 env 0 lpv.
0 shadowmaps [0 dynamic, 0 mixed], 0 empty mixed shadows culled
Culling: 230 objects pre-cull (522 tested), 180 passing culling
  cpu culling: [vis 0] [vol 0] [dist 0] [size 0]
  gpu culling: [vis 0] [frust 0] [occ 0] [vol 0] [bface 0] [size 0]
Number of transforms, instances allocated: 1710 (80kb), 437 (13kb)
Per-frame scratch memory used: 13.52 KB (high watermark 196.61 KB)
Number of contexts created: 40 primary
Number of display lists submitted: 52
Number of views rendered: 9 (3 with world traversals)
Number of jobs used to render: 52
Number of rendertarget binds: 43
Number of pushconstant sets: 0
12 particle systems rendered
9 material binds for particles
9 draw calls for particles
Maximum device access threads: 51
Checked pending presents 1,305 times; waited 109 times; abandoned 8 times
Texture memory: 2,282 / 7,096 MB; in 2,620 textures (338 MB non-evictable)
Textures created overall: 2,905; textures evicted: 0
Command stream pools: 7,569,408 bytes in base, 0 bytes in medium, 0 bytes in large (0 extra data fallbacks)
Material count: 644
Material generation: 3
Process Memory:
Working set: 4430.77 MiB
Peak working set: 6046.26 MiB
Heap: standard allocator pass-through to low-level
Low-level allocator: jemalloc
System Memory:
Memory load: 44%
Total physical memory: 32693.30 MiB
Free physical memory: 18239.29 MiB
Total page file: 80693.30 MiB
Free page file: 58462.30 MiB
Localization stats for english data:
  35,683 tokens; 35,915 instances (35,915 from 7 files; 0 not file-based)
  string data: 3,342,744 bytes (3,245 bytes of padding) in 51 blocks
  2,359,296 bytes for token lookup; 589,824 bytes for instance info
  total memory allocated: 6,291,864 bytes
ConVars (non-default):var                            value                          default
                      ammo_grenade_limit_flashbang                                2                                1
                          ammo_grenade_limit_total                                4                                3
                 bot_autodifficulty_threshold_high                                0                                5
                          bot_defer_to_human_goals                             true                            false
                                    bot_difficulty                                2                                1
                                    bot_quota_mode                             fill                           normal
                    cachedvalue_count_partybrowser                       1728313106                                0
                       cachedvalue_count_teammates                       1728167181                                0
                 cash_player_interact_with_hostage                              300                              150
                       cash_team_bonus_shorthanded                             1000                                0
              cash_team_elimination_hostage_map_ct                             3000                             2000
               cash_team_elimination_hostage_map_t                             3000                             1000
                     cash_team_hostage_interaction                              600                              500
                         cash_team_rescued_hostage                              600                                0
                    cash_team_win_by_defusing_bomb                             3500                             3250
                   cash_team_win_by_hostage_rescue                             2900                             3500
                                        cl_autobuy vesthelm vest m4a1 ak47 famas ga                                 
                                          cl_color                                1                                2
                          cl_crosshair_drawoutline                            false                             true
           cl_crosshair_dynamic_maxdist_splitratio                                0                                1
          cl_crosshair_dynamic_splitalpha_innermod                                1                                0
          cl_crosshair_dynamic_splitalpha_outermod                              0.5                                1
                    cl_crosshair_dynamic_splitdist                                4                                3
                     cl_crosshair_friendly_warning                                0                                1
                               cl_crosshair_recoil                            false                             true
                         cl_crosshair_sniper_width                                2                                1
                                 cl_crosshairalpha                              255                              200
                               cl_crosshaircolor_b                              255                                0
                                   cl_crosshairgap                               -4                             -2.2
                    cl_crosshairgap_useweaponvalue                            false                             true
                                  cl_crosshairsize                              1.5                              3.9
                             cl_crosshairthickness                              1.5                              0.6
                                  cl_debounce_zoom                            false                             true
                            cl_dm_buyrandomweapons                            false                             true
                   cl_embedded_stream_audio_volume                               60                                0
                              cl_fixedcrosshairgap                               -5                                3
                                      cl_hud_color                                3                                0
                                cl_hud_radar_scale                             1.09                                1
                   cl_hud_telemetry_frametime_show                                2                                1
             cl_hud_telemetry_net_misdelivery_poor                                2                                5
             cl_hud_telemetry_net_misdelivery_show                                2                                1
                        cl_hud_telemetry_ping_show                                2                                1
                             cl_import_csgo_config                            false                             true
                        cl_jitter_bad_threshold_up                               10                               20
                                 cl_new_user_phase                               -1                                0
                 cl_promoted_settings_acknowledged                  1:1698914441767                              0:0
                          cl_radar_always_centered                            false                             true
                           cl_radar_icon_scale_min                                1                              0.6
                                    cl_radar_scale                              0.4                              0.7
                      cl_radial_radio_tab_0_text_1          #Chatwheel_requestspend                 #Chatwheel_quiet
                      cl_radial_radio_tab_0_text_2         #Chatwheel_requestweapon       #Chatwheel_requestecoround
                      cl_radial_radio_tab_0_text_4          #Chatwheel_followingyou         #Chatwheel_requestweapon
                      cl_radial_radio_tab_0_text_6              #Chatwheel_followme           #Chatwheel_droppedbomb
                      cl_radial_radio_tab_0_text_8       #Chatwheel_requestecoround          #Chatwheel_requestspend
                      cl_radial_radio_tab_1_text_1          #Chatwheel_enemyspotted    #Chatwheel_bombcarrierspotted
                      cl_radial_radio_tab_1_text_2            #Chatwheel_needbackup       #Chatwheel_requestecoround
                      cl_radial_radio_tab_1_text_3                 #Chatwheel_bplan   #Chatwheel_multipleenemieshere
                      cl_radial_radio_tab_1_text_4    #Chatwheel_bombcarrierspotted         #Chatwheel_requestweapon
                      cl_radial_radio_tab_1_text_5   #Chatwheel_multipleenemieshere            #Chatwheel_rotatetome
                      cl_radial_radio_tab_1_text_6         #Chatwheel_sniperspotted          #Chatwheel_ihavethebomb
                      cl_radial_radio_tab_1_text_7                 #Chatwheel_aplan          #Chatwheel_oneenemyhere
                      cl_radial_radio_tab_1_text_8            #Chatwheel_inposition          #Chatwheel_requestspend
                      cl_radial_radio_tab_2_text_1           #Chatwheel_affirmative    #Chatwheel_bombcarrierspotted
                      cl_radial_radio_tab_2_text_2              #Chatwheel_negative       #Chatwheel_requestecoround
                      cl_radial_radio_tab_2_text_3            #Chatwheel_compliment   #Chatwheel_multipleenemieshere
                      cl_radial_radio_tab_2_text_4                #Chatwheel_thanks         #Chatwheel_requestweapon
                      cl_radial_radio_tab_2_text_5                 #Chatwheel_cheer            #Chatwheel_rotatetome
                      cl_radial_radio_tab_2_text_6               #Chatwheel_peptalk          #Chatwheel_ihavethebomb
                      cl_radial_radio_tab_2_text_7                 #Chatwheel_sorry          #Chatwheel_oneenemyhere
                      cl_radial_radio_tab_2_text_8           #Chatwheel_sectorclear          #Chatwheel_requestspend
                     cl_radial_radio_version_reset                               12                                2
                                          cl_rebuy Armor PrimaryWeapon Flashbang Sm                                 
                     cl_redemption_reset_timestamp                       1728142780                                0
                        cl_show_observer_crosshair                                0                                2
                                    cl_showloadoutfalse                             true
     cl_teamcounter_playercount_instead_of_avatars                             true                            false
                                   cl_versus_intro                            false                             true
                                        con_enable                             true                            false
                     contributionscore_assist_reqs                                1                                0
                       contributionscore_kill_reqs                                1                                0
                            csgo_map_preview_scale                            2.018                                0
                       ff_damage_reduction_bullets                             0.33                              0.1
                       ff_damage_reduction_grenade                             0.85                             0.25
                         ff_damage_reduction_other                              0.4                             0.25
                                           fps_max                                0                              400
                                        fps_max_ui                              245                              200
                                          hostname                             sikt                                 
                                       hud_scaling                              0.9                                1
                                  hud_showtargetid                            false                             true
                    install_dlc_workshoptools_cvar                                0                               -1
                                  key_bind_version                                5                                0
                      lb_barnlight_shadowmap_scale                              0.5                                1
                       mm_dedicated_search_maxping                               25                              150
                                        mp_buytime                               20                               90
                            mp_fists_replace_melee                             true                            false
                                    mp_forcecamera                                1                                0
                                     mp_freezetime                               15                                6
                                   mp_friendlyfire                             true                            false
                                       mp_halftime                             true                            false
                                      mp_maxrounds                               24                                0
                                mp_randomspawn_los                            false                             true
                           mp_respawn_immunitytime                               -1                                4
                                      mp_roundtime                             1.92                                5
                               mp_roundtime_defuse                             1.92                                0
                              mp_roundtime_hostage                             1.92                                0
                                mp_starting_losses                                1                                0
                   mp_technical_timeout_duration_s                              120                                0
                     mp_technical_timeout_per_team                                1                                0
                                     mp_warmuptime                              120                               30
               mp_warmuptime_all_players_connected                               15                                0
                       mp_weapons_allow_map_placed                             true                            false
                             mp_weapons_allow_zeus                                5                                1
                                              name                             sikt                          unnamed
                panorama_console_position_and_size       24.26|20.04|1000.00|800.00                                 
        player_competitive_maplist_8_10_0_CAE97738 mg_de_dust2,mg_de_mirage,mg_de_v mg_de_thera,mg_de_dust2,mg_de_an
                             player_teamplayedlast                                2                                3
                                r_fullscreen_gamma                         2.284564                              2.2
                          r_player_visibility_mode                                0                                1
                                 r_show_build_info                            false                             true
                                       sensitivity                            0.467                             1.25
                            snd_deathcamera_volume                                0                             0.16
                           snd_mapobjective_volume                                0                             0.04
                              snd_menumusic_volume                                0                             0.04
                                      snd_mixahead                             0.02                            0.001
                                snd_mute_losefocus                            false                             true
                                    snd_mvp_volume                                0                             0.16
                               snd_roundend_volume                                0                             0.16
                               snd_spatialize_lerp                         0.501793                                0
      snd_steamaudio_enable_perspective_correction                            false                             true
                                    snd_voipvolume                         0.490248                                1
                             sound_device_override {0.0.0.00000000}.{4b191c57-a655-                                 
                                  spec_freeze_time                                2                                3
       sv_auto_full_alltalk_during_warmup_half_end                            false                             true
                                       sv_deadtalk                             true                            false
              sv_grenade_trajectory_time_spectator                                4                                0
                                       think_limit                                0                               10
                                          tv_delay                              105                              120
                            ui_news_last_read_link https://www.counter-strike.net/n                                 
                ui_playsettings_directchallengekey            SQ2AK-WZ4Q-ALTTJ-SK3N                                 
           ui_playsettings_maps_listen_competitive                     mg_de_mirage                      mg_de_dust2
            ui_playsettings_maps_listen_deathmatch                     mg_de_mirage                      mg_de_dust2
          ui_playsettings_maps_official_deathmatch                   mg_casualsigma                       mg_dust247
  ui_playsettings_maps_official_gungameprogressive             mg_skirmish_armsrace                      mg_armsrace
                     ui_playsettings_maps_workshop   @workshop/3077265396/cs2_aimws                                 
                       ui_playsettings_mode_listen                      competitive                       deathmatch
                 ui_playsettings_mode_official_v20                      competitive                       deathmatch
       ui_steam_overlay_notification_position_vert                                5                                0
                   ui_vanitysetting_loadoutslot_ct                       secondary3                                 
                    ui_vanitysetting_loadoutslot_t                             smg2                                 
                             ui_vanitysetting_team                                t                                 
                                     viewmodel_fov                               68                               60
                                viewmodel_offset_x                              2.5                                1
                                viewmodel_offset_y                                0                                1
                                viewmodel_offset_z                             -1.5                               -1
                               viewmodel_presetpos                                2                                1
                             voice_device_override SteelSeries Sonar - Microphone (                                 
                                   voice_threshold                       -83.591171                             -120591171                             -120591171                             -120

ChatGPT said:
ChatGPT
Based on the sys_info output you provided, it appears that the custom video configuration settings you added to video.txtwith

Here’s the confirmation based on the output:

Custom Settings:
"mat_queue_mode" "2"(A lotmat_queue_mode: 2.
"cl_forcepreload" "1" (Preload models and sounds) → Confirmed in cl_forcepreload: 1.
"fps_max" "240"(Leamyfps_max: 240.
"r_dynamic" "0"(r_dynamic: 0.
"mat_antialias" "0"(mat_antialias: 0.
"mat_monitorgamma" "1.8"(mat_monitorgamma: 1.800000.
"r_drawtracers_firstperson" "0" (Disable first-person tracers) → Confirmed in r_drawtracers_firstperson: 0.
"r_eyegloss" "0"(r_eyegloss: 0.
"r_eyemove" "0"(r_eyemove: 0.
"r_decal_cullsize" "10"(r_decal_cullsize: 10.
"cl_interp_ratio" "1" and "cl_interp" "0"(Itcl_interp_ratio: 1 and cl_interp: 0.
"rate" "786432"(rate: 786432.
"cl_updaterate" "128"and"cl_cmdrate" "128" (Server update rate and command rate) → Confirmed in cl_updaterate: 128andcl_cmdrate: 128.
"m_rawinput" "1" (Direct mouse input) → Confirmed as m_rawinput: 1.
"snd_mixahead" "0.05"(snd_mixahead: 0.050000.
"r_cheapwaterstart" "1" (Simplified water rendering) → Confirmed in r_cheapwaterstart: 1.
"r_maxdlights" "32"(r_maxdlights: 32.
"r_drawparticles" "0"(r_drawparticles: 0.
All of your custom configurations appear in the system report, which means they are indeed working. The game's engine is reading them as part of its configuration.

If you have specific issues or further configurations to test, feel free to adjust them, but everything you've added seems to be functioning as expected based on the system output.




You said:
Can search and find if there are more settings that can be added to "C:\Program Files (x86)\Steam\userdata\917116315\730\local\cfg\cs2_video.txt" for tweaking
ChatGPT said:
ChatGPT

Searched 6 sites

To further enhance your cs2_video.txt configuration and optimize performance or visual fidelity, there are several additional settings you can include: 1. **Low Latency Mode**: You can improve input responsiveness by adding: - "r_low_latency" "1" or "r_low_latency" "2" for different levels of low-latency modes, which helps reduce input lag during gameplay&#8203;:contentReference[oaicite:0]{index=0}&#8203;:contentReference[oaicite:1]{index=1}. 2. **Shadows and Lighting**: - "csm_max_num_cascades_override" "0": Disables cascade shadows for better performance. - "r_csgo_mboit_force_mixed_resolution" "1": Forces mixed-resolution for objects, which helps performance without reducing visual clarity&#8203;:contentReference[oaicite:2]{index=2}&#8203;:contentReference[oaicite:3]{index=3}. 3. **Texture Streaming**: - "r_texture_stream_max_resolution" "128": Limits the texture streaming to a lower resolution for smoother performance on lower-end GPUs&#8203;:contentReference[oaicite:4]{index=4}&#8203;:contentReference[oaicite:5]{index=5}. 4. **Anti-Aliasing**: - If you prefer a balance between visual quality and performance, consider enabling "msaa_samples" "2" for modest anti-aliasing, or stick to "0" for disabling it completely&#8203;:contentReference[oaicite:6]{index=6}. 5. **Post-Processing**: - "r_ssao" "0" and "r_aoproxy_enable" "0": Disabling ambient occlusion and related effects can give you a significant FPS boost at the cost of some visual details&#8203;:contentReference[oaicite:7]{index=7}. 6. **FidelityFX Super Resolution (FSR)**: - "r_csgo_fsr_upsample" "1": If you want to upscale while maintaining performance, enable FSR, but it can introduce some blur. Use it carefully, depending on your resolution and visual preferences&#8203;:contentReference[oaicite:8]{index=8}. 7. **Ambient Occlusion**: - "r_ssao" "0" or "r_aoproxy_min_dist" "0": Turning these off will reduce lighting effects, which can lead to better performance&#8203;:contentReference[oaicite:9]{index=9}. These tweaks, when added to your cs2_video.txt file, can help strike a balance between performance and visual fidelity depending on your system’s capabilities and personal preferences. Make sure to monitor FPS and gameplay smoothness after making these changes to fine-tune them further.



You said:
can you now send me the full video.txt so i can import them
ChatGPT said:
ChatGPT
Here’s a full cs2_video.txt configuration that you can import to optimize both performance and visual quality in CS2. It integrates the settings you initially provided along with additional tweaks for better FPS:

plaintext

Copy code
"video.cfg"
{
	"Version"		"15"
	"VendorID"		"4098"
	"DeviceID"		"29695"
	"setting.cpu_level"		"3"
	"setting.gpu_mem_level"		"3"
	"setting.gpu_level"		"3"
	"setting.knowndevice"		"0"
	"setting.defaultres"		"1280"
	"setting.defaultresheight"		"1024"
	"setting.refreshrate_numerator"		"240"
	"setting.refreshrate_denominator"		"1"
	"setting.fullscreen"		"1"
	"setting.coop_fullscreen"		"0"
	"setting.nowindowborder"		"1"
	"setting.mat_vsync"		"0"
	"setting.fullscreen_min_on_focus_loss"		"1"
	"setting.high_dpi"		"0"
	"Autoconfig"		"2"
	"setting.shaderquality"		"0"
	"setting.r_texturefilteringquality"		"0"
	"setting.msaa_samples"		"0"
	"setting.r_csgo_cmaa_enable"		"0"
	"setting.videocfg_shadow_quality"		"0"
	"setting.videocfg_dynamic_shadows"		"0"
	"setting.videocfg_texture_detail"		"0"
	"setting.videocfg_particle_detail"		"0"
	"setting.videocfg_ao_detail"		"0"
	"setting.videocfg_hdr_detail"		"-1"
	"setting.videocfg_fsr_detail"		"0"
	"setting.monitor_index"		"0"
	"setting.r_low_latency"		"2"
	"setting.aspectratiomode"		"0"

	// Custom added settings:
	"mat_queue_mode"		"2"  // Multi-core rendering
	"cl_forcepreload"		"1"  // Preload models and sounds
	"fps_max"			"240"  // Limit FPS to 240
	"r_dynamic"			"0"   // Disable dynamic lighting
	"mat_antialias"		"0"   // Disable anti-aliasing
	"mat_monitorgamma"		"1.8"  // Gamma brightness adjustment
	"r_drawtracers_firstperson"	"0"   // Disable first-person tracers
	"r_eyegloss"			"0"   // Disable character eye gloss
	"r_eyemove"			"0"   // Disable eye movement
	"r_decal_cullsize"		"10"  // Limit small decals
	"cl_interp_ratio"		"1"   // Interpolation ratio for movement
	"cl_interp"			"0"   // Lowest possible interpolation
	"rate"				"786432"  // Internet connection speed
	"cl_updaterate"		"128"  // Server update rate
	"cl_cmdrate"			"128"  // Command rate for servers
	"m_rawinput"			"1"   // Direct mouse input
	"snd_mixahead"		"0.05"  // Sound latency
	"r_cheapwaterstart"		"1"   // Simplified water rendering
	"r_maxdlights"		"32"   // Limit dynamic lights
	"r_drawparticles"		"0"   // Disable particle effects

	// Additional settings:
	"r_ssao"			"0"   // Disable ambient occlusion
	"r_aoproxy_enable"	"0"   // Disable AO proxy
	"r_texture_stream_max_resolution"	"128"  // Texture streaming limit
	"csm_max_num_cascades_override"	"0"  // Disable cascade shadows
	"r_csgo_mboit_force_mixed_resolution"	"1"  // Mixed resolution for objects
	"r_csgo_fsr_upsample"	"1"   // Enable FidelityFX Super Resolution
	"mat_viewportscale"	"0.6"  // Lower viewport scale for performance
}
How to Use:
Location: Save this as cs2_video.txt and place it in your cfg directory, typically found at: C:\Program Files (x86)\Steam\userdata\<YOUR_USER_ID>\730\local\cfg\

Note: Before applying, ensure your resolution and monitor refresh rate match your system settings to avoid graphical issues. This configuration prioritizes performance but retains decent visual quality.

Let me know if you need further adjustments!




You said:
Can i now launch my cs2 and confirm these settings are infact active and working by typing sys_info in the cs2 console?
ChatGPT said:
ChatGPT
Yes, you can verify if the settings from your cs2_video.txt file are active and working in CS2 by following these steps:

Steps to Verify Your Settings:
Launch CS2: Start Counter-Strike 2 through Steam as you normally would.

Open Console: Once the game is running, press the tilde (~) key to open the console. If the console doesn't open, make sure it's enabled in the settings:

Go to Settings > Game > Enable Developer Console (~) and set it to Yes.
Type sys_info: In the console, type sys_info and press Enter. This will display a detailed report of the game's system settings, similar to the output you shared previously.

Check the Output: Look through the output for the specific settings you added to the cs2_video.txt file. You should see lines corresponding to your custom settings, like:

"r_low_latency: 2"
"fps_max: 240"
"cl_forcepreload: 1"
"mat_queue_mode: 2"
"r_dynamic: 0"
"r_drawparticles: 0"
These settings should match what you added to your configuration file. If the settings appear as expected, then they are indeed active and working.

Common Issues:
File Not Applied: If the settings aren't showing up, double-check that the file is saved correctly in the correct directory, and that there are no syntax errors in the cs2_video.txt.
Conflicting Settings: Some settings may be overwritten by in-game menus, so ensure that you don't adjust them after applying the file.
The




You said:
heres the output, caaan you confirm?:
> sys_info
--- System Information ---
Uptime( 28.372016 )
Total frames( 2079 )
Curtime( 12.963470 )
Realtime( 12.046498 )
Current Map: '<empty>'
Addons: 
VPK overrides: 
SpawnCount: 1
Command Line: "cs2.exe" -steam
Launch path: c:\program files (x86)\steam\steamapps\common\Counter-Strike Global Offensive\game\bin\win64\cs2.exe
Build: 10203 (revision 9235676)
OS: Windows 10 Pro (Build: 22631) (UBR: 4249) (Administrator User)
OS type: Windows 11 (21)
Windows Game DVR: not enabled
Windows Game Mode: active
App UI Language: english, convar english, localization english
Windows user default LCID: 0x2000
App active: yes, 0ms inactive sleep
Number of immediate Steam friends: 252 (all friends 285)
Steam UGC subscriptions: unavailable
Misc: rate 786432 update 64 latency 0 msec
Net: loopback:1
Time: Mon Oct  7 03:59:53 2024
Process: 64-bit, OS: 64-bit
Process priority: normal, main thread priority: normal
CPUs: 24 CPUs (12 cores), Frequency: 3.7 GHz,  Features: F/M/S 25/33/2 AuthenticAMD SSE SSE2 SSE4.1 SSE4.2 AVX AVX2 MMX RDTSC RDTSCP CMOV FCMOV PCLMULQDQ 
CPU brand information: AMD Ryzen 9 5900X 12-Core Processor            
Engine thread pool: 11 thread(s)
Render system:  DX11
Driver Name:  AMD Radeon RX 6600 XT
Driver Version: 32.0.12011.1036
VendorId / DeviceId:  0x1002 / 0x73ff
SubSystem / Rev:  0x65011eae / 0xc1
DXLevel:  110
Texture memory:  8,514,670,592
Vid:  Exclusive Fullscreen, render at 1280 x 1024, display at 1920 x 1080, refresh rate 240.00Hz (240Hz desktop)
Texture data resident:  2,401,789,316 (panorama_rt 46,108,672; panorama_tex 7,791,968)
Autoconfig:2, Version:15, aspectratiomode:0, cl_cmdrate:128, cl_forcepreload:1, 
cl_interp:0, cl_interp_ratio:1, cl_updaterate:128, coop_fullscreen:0, cpu_level:3, 
csm_max_num_cascades_override:0, defaultres:1280, defaultresheight:1024, fps_max:240, 
fullscreen:1, fullscreen_min_on_focus_loss:1, gpu_level:3, gpu_mem_level:3, high_dpi:0, 
knowndevice:0, m_rawinput:1, mat_antialias:0, mat_monitorgamma:1.800000, mat_queue_mode:2, 
mat_viewportscale:0.600000, mat_vsync:0, monitor_index:0, msaa_samples:0, nowindowborder:1, 
r_aoproxy_enable:0, r_cheapwaterstart:1, r_csgo_cmaa_enable:0, r_csgo_fsr_upsample:1, 
r_csgo_mboit_force_mixed_resolution:1, r_decal_cullsize:10, r_drawparticles:0, 
r_drawtracers_firstperson:0, r_dynamic:0, r_eyegloss:0, r_eyemove:0, r_low_latency:2, 
r_maxdlights:32, r_ssao:0, r_texture_stream_max_resolution:128, r_texturefilteringquality:0, 
rate:786432, refreshrate_denominator:1, refreshrate_numerator:240, shaderquality:0, 
snd_mixahead:0.050000, videocfg_ao_detail:0, videocfg_dynamic_shadows:0, videocfg_fsr_detail:0, 
videocfg_hdr_detail:-1, videocfg_particle_detail:0, videocfg_shadow_quality:0, 
videocfg_texture_detail:0, 
Scene information:
Begin to finish rendering views : 0.000315
Finish to complete : 0.001461
Number of views allocated : 7
Triangles rendered: 1,472,798
SceneObjects drawn: 364 in 374 draw calls
  75 base, 113 animated
  176 agg [457 fragments (139 merged), 18,936 meshlets (0 recull, 0 recull visible)]
Material changes: 311 (144 depth-only)
   293 initial materials (142 initial depth-only) (0 fast-path depth-only)
Unbatchable material draws: 0
Lights in view (unshadowed+shadowed): 0+0 omni, 0+0 spot, 0+0 barn 1 env 0 lpv.
0 shadowmaps [0 dynamic, 0 mixed], 0 empty mixed shadows culled
Culling: 230 objects pre-cull (522 tested), 180 passing culling
  cpu culling: [vis 0] [vol 0] [dist 0] [size 0]
  gpu culling: [vis 0] [frust 0] [occ 0] [vol 0] [bface 0] [size 0]
Number of transforms, instances allocated: 1710 (80kb), 437 (13kb)
Per-frame scratch memory used: 13.52 KB (high watermark 196.61 KB)
Number of contexts created: 40 primary
Number of display lists submitted: 52
Number of views rendered: 9 (3 with world traversals)
Number of jobs used to render: 52
Number of rendertarget binds: 43
Number of pushconstant sets: 0
12 particle systems rendered
9 material binds for particles
9 draw calls for particles
Maximum device access threads: 51
Checked pending presents 2,077 times; waited 96 times; abandoned 2 times
Texture memory: 2,290 / 7,096 MB; in 2,630 textures (345 MB non-evictable)
Textures created overall: 2,905; textures evicted: 0
Command stream pools: 3,473,408 bytes in base, 0 bytes in medium, 0 bytes in large (0 extra data fallbacks)
Material count: 644
Material generation: 3
Process Memory:
Working set: 3072.34 MiB
Peak working set: 3143.30 MiB
Heap: standard allocator pass-through to low-level
Low-level allocator: jemalloc
System Memory:
Memory load: 41%
Total physical memory: 32693.30 MiB
Free physical memory: 19180.70 MiB
Total page file: 80693.30 MiB
Free page file: 59119.05 MiB
Localization stats for english data:
  35,683 tokens; 35,915 instances (35,915 from 7 files; 0 not file-based)
  string data: 3,342,744 bytes (3,245 bytes of padding) in 51 blocks
  2,359,296 bytes for token lookup; 589,824 bytes for instance info
  total memory allocated: 6,291,864 bytes
ConVars (non-default):
                                               var                            value                          default
                      ammo_grenade_limit_flashbang                                2                                1
                          ammo_grenade_limit_total                                4                                3
                 bot_autodifficulty_threshold_high                                0                                5
                          bot_defer_to_human_goals                             true                            false
                                    bot_difficulty                                2                                1
                                    bot_quota_mode                             fill                           normal
                    cachedvalue_count_partybrowser                       1728313106                                0
                       cachedvalue_count_teammates                       1728167181                                0
                 cash_player_interact_with_hostage                              300                              150
                       cash_team_bonus_shorthanded                             1000                                0
              cash_team_elimination_hostage_map_ct                             3000                             2000
               cash_team_elimination_hostage_map_t                             3000                             1000
                     cash_team_hostage_interaction                              600                              500
                         cash_team_rescued_hostage                              600                                0
                    cash_team_win_by_defusing_bomb                             3500                             3250
                   cash_team_win_by_hostage_rescue                             2900                             3500
                                        cl_autobuy vesthelm vest m4a1 ak47 famas ga                                 
                          cl_crosshair_drawoutline                            false                             true
           cl_crosshair_dynamic_maxdist_splitratio                                0                                1
          cl_crosshair_dynamic_splitalpha_innermod                                1                                0
          cl_crosshair_dynamic_splitalpha_outermod                              0.5                                1
                    cl_crosshair_dynamic_splitdist                                4                                3
                     cl_crosshair_friendly_warning                                0                                1
                               cl_crosshair_recoil                            false                             true
                         cl_crosshair_sniper_width                                2                                1
                                 cl_crosshairalpha                              255                              200
                               cl_crosshaircolor_b                              255                                0
                                   cl_crosshairgap                               -4                             -2.2
                    cl_crosshairgap_useweaponvalue                            false                             true
                                  cl_crosshairsize                              1.5                              3.9
                             cl_crosshairthickness                              1.5                              0.6
                                  cl_debounce_zoom                            false                             true
                            cl_dm_buyrandomweapons                            false                             true
                   cl_embedded_stream_audio_volume                               60                                0
                              cl_fixedcrosshairgap                               -5                                3
                                      cl_hud_color                                3                                0
                                cl_hud_radar_scale                             1.09                                1
                   cl_hud_telemetry_frametime_show                                2                                1
             cl_hud_telemetry_net_misdelivery_poor                                2                                5
             cl_hud_telemetry_net_misdelivery_show                                2                                1
                        cl_hud_telemetry_ping_show                                2                                1
                             cl_import_csgo_config                            false                             true
                        cl_jitter_bad_threshold_up                               10                               20
                                 cl_new_user_phase                               -1                                0
                 cl_promoted_settings_acknowledged                  1:1698914441767                              0:0
                          cl_radar_always_centered                            false                             true
                           cl_radar_icon_scale_min                                1                              0.6
                                    cl_radar_scale                              0.4                              0.7
                      cl_radial_radio_tab_0_text_1          #Chatwheel_requestspend                 #Chatwheel_quiet
                      cl_radial_radio_tab_0_text_2         #Chatwheel_requestweapon       #Chatwheel_requestecoround
                      cl_radial_radio_tab_0_text_4          #Chatwheel_followingyou         #Chatwheel_requestweapon
                      cl_radial_radio_tab_0_text_6              #Chatwheel_followme           #Chatwheel_droppedbomb
                      cl_radial_radio_tab_0_text_8       #Chatwheel_requestecoround          #Chatwheel_requestspend
                      cl_radial_radio_tab_1_text_1          #Chatwheel_enemyspotted    #Chatwheel_bombcarrierspotted
                      cl_radial_radio_tab_1_text_2            #Chatwheel_needbackup       #Chatwheel_requestecoround
                      cl_radial_radio_tab_1_text_3                 #Chatwheel_bplan   #Chatwheel_multipleenemieshere
                      cl_radial_radio_tab_1_text_4    #Chatwheel_bombcarrierspotted         #Chatwheel_requestweapon
                      cl_radial_radio_tab_1_text_5   #Chatwheel_multipleenemieshere            #Chatwheel_rotatetome
                      cl_radial_radio_tab_1_text_6         #Chatwheel_sniperspotted          #Chatwheel_ihavethebomb
                      cl_radial_radio_tab_1_text_7                 #Chatwheel_aplan          #Chatwheel_oneenemyhere
                      cl_radial_radio_tab_1_text_8            #Chatwheel_inposition          #Chatwheel_requestspend
                      cl_radial_radio_tab_2_text_1           #Chatwheel_affirmative    #Chatwheel_bombcarrierspotted
                      cl_radial_radio_tab_2_text_2              #Chatwheel_negative       #Chatwheel_requestecoround
                      cl_radial_radio_tab_2_text_3            #Chatwheel_compliment   #Chatwheel_multipleenemieshere
                      cl_radial_radio_tab_2_text_4                #Chatwheel_thanks         #Chatwheel_requestweapon
                      cl_radial_radio_tab_2_text_5                 #Chatwheel_cheer            #Chatwheel_rotatetome
                      cl_radial_radio_tab_2_text_6               #Chatwheel_peptalk          #Chatwheel_ihavethebomb
                      cl_radial_radio_tab_2_text_7                 #Chatwheel_sorry          #Chatwheel_oneenemyhere
                      cl_radial_radio_tab_2_text_8           #Chatwheel_sectorclear          #Chatwheel_requestspend
                     cl_radial_radio_version_reset                               12                                2
                                          cl_rebuy Armor PrimaryWeapon Flashbang Sm                                 
                     cl_redemption_reset_timestamp                       1728142780                                0
                        cl_show_observer_crosshair                                0                                2
                                    cl_showloadout                            false                             true
     cl_teamcounter_playercount_instead_of_avatars                             true                            false
                                   cl_versus_intro                            false                             true
                                        con_enable                             true                            false
                     contributionscore_assist_reqs                                1                                0
                       contributionscore_kill_reqs                                1                                0
                            csgo_map_preview_scale                             2.03                                0
                       ff_damage_reduction_bullets                             0.33                              0.1
                       ff_damage_reduction_grenade                             0.85                             0.25
                         ff_damage_reduction_other                              0.4                             0.25
                                           fps_max                                0                              400
                                        fps_max_ui                              245                              200
                                          hostname                             sikt                                 
                                       hud_scaling                              0.9                                1
                                  hud_showtargetid                            false                             true
                    install_dlc_workshoptools_cvar                                0                               -1
                                  key_bind_version                                5                                0
                      lb_barnlight_shadowmap_scale                              0.5                                1
                       mm_dedicated_search_maxping                               25                              150
                                        mp_buytime                               20                               90
                            mp_fists_replace_melee                             true                            false
                                    mp_forcecamera                                1                                0
                                     mp_freezetime                               15                                6
                                   mp_friendlyfire                             true                            false
                                       mp_halftime                             true                            false
                                      mp_maxrounds                               24                                0
                                mp_randomspawn_los                            false                             true
                           mp_respawn_immunitytime                               -1                                4
                                      mp_roundtime                             1.92                                5
                               mp_roundtime_defuse                             1.92                                0
                              mp_roundtime_hostage                             1.92                                0
                                mp_starting_losses                                1                                0
                   mp_technical_timeout_duration_s                              120                                0
                     mp_technical_timeout_per_team                                1                                0
                                     mp_warmuptime                              120                               30
               mp_warmuptime_all_players_connected                               15                                0
                       mp_weapons_allow_map_placed                             true                            false
                             mp_weapons_allow_zeus                                5                                1
                                              name                             sikt                          unnamed
                panorama_console_position_and_size       24.26|20.04|1000.00|800.00                                 
        player_competitive_maplist_8_10_0_CAE97738 mg_de_dust2,mg_de_mirage,mg_de_v mg_de_thera,mg_de_dust2,mg_de_an
                             player_teamplayedlast                                2                                3
                                r_fullscreen_gamma                         2.284564                              2.2
                          r_player_visibility_mode                                0                                1
                                 r_show_build_info                            false                             true
                                       sensitivity                            0.467                             1.25
                            snd_deathcamera_volume                                0                             0.16
                           snd_mapobjective_volume                                0                             0.04
                              snd_menumusic_volume                                0                             0.04
                                      snd_mixahead                             0.02                            0.001
                                snd_mute_losefocus                            false                             true
                                    snd_mvp_volume                                0                             0.16
                               snd_roundend_volume                                0                             0.16
                               snd_spatialize_lerp                         0.501793                                0
      snd_steamaudio_enable_perspective_correction                            false                             true
                                    snd_voipvolume                         0.490248                                1
                             sound_device_override {0.0.0.00000000}.{4b191c57-a655-                                 
                                  spec_freeze_time                                2                                3
       sv_auto_full_alltalk_during_warmup_half_end                            false                             true
                                       sv_deadtalk                             true                            false
              sv_grenade_trajectory_time_spectator                                4                                0
                                       think_limit                                0                               10
                                          tv_delay                              105                              120
                            ui_news_last_read_link https://www.counter-strike.net/n                                 
                ui_playsettings_directchallengekey            SQ2AK-WZ4Q-ALTTJ-SK3N                                 
           ui_playsettings_maps_listen_competitive                     mg_de_mirage                      mg_de_dust2
            ui_playsettings_maps_listen_deathmatch                     mg_de_mirage                      mg_de_dust2
          ui_playsettings_maps_official_deathmatch                   mg_casualsigma                       mg_dust247
  ui_playsettings_maps_official_gungameprogressive             mg_skirmish_armsrace                      mg_armsrace
                     ui_playsettings_maps_workshop   @workshop/3077265396/cs2_aimws                                 
                       ui_playsettings_mode_listen                      competitive                       deathmatch
                 ui_playsettings_mode_official_v20                      competitive                       deathmatch
       ui_steam_overlay_notification_position_vert                                5                                0
                   ui_vanitysetting_loadoutslot_ct                       secondary3                                 
                    ui_vanitysetting_loadoutslot_t                             smg2                                 
                             ui_vanitysetting_team                                t                                 
                                     viewmodel_fov                               68                               60
                                viewmodel_offset_x                              2.5                                1
                                viewmodel_offset_y                                0                                1
                                viewmodel_offset_z                             -1.5                               -1
                               viewmodel_presetpos                                2                                1
                             voice_device_override SteelSeries Sonar - Microphone (                                 
                                   voice_threshold                       -83.591171                             -120
ChatGPT said:
ChatGPT
I have reviewed the sys_info output, and based on the information, I can confirm that the settings from your cs2_video.txt file are indeed being applied and are active in **CS2**. Here are the relevant settings from your file that are confirmed as active: - **r_low_latency: 2** (Low Latency Mode): Confirmed. - **fps_max: 240** (FPS limit): Confirmed. - **mat_queue_mode: 2** (Multi-core rendering): Confirmed. - **cl_forcepreload: 1** (Preload models and sounds): Confirmed. - **mat_antialias: 0** (Disable anti-aliasing): Confirmed. - **r_csgo_fsr_upsample: 1** (FidelityFX Super Resolution): Confirmed. - **r_texture_stream_max_resolution: 128** (Texture streaming limit): Confirmed. - **r_ssao: 0** (Disable ambient occlusion): Confirmed. - **r_drawparticles: 0** (Disable particle effects): Confirmed. - **r_cheapwaterstart: 1** (Simplified water rendering): Confirmed. - **mat_viewportscale: 0.6** (Lower viewport scale for performance): Confirmed. These settings indicate that your configuration is working as intended, ensuring that the game is optimized for performance based on the changes you made. If you notice any discrepancies or need further adjustments, feel free to reach out!



You said:
are these working?
"mat_queue_mode"		"2"  // Multi-core rendering
	"cl_forcepreload"		"1"  // Preload models and sounds
	"fps_max"			"240"  // Limit FPS to 240
	"r_dynamic"			"0"   // Disable dynamic lighting
	"mat_antialias"		"0"   // Disable anti-aliasing
	"mat_monitorgamma"		"1.8"  // Gamma brightness adjustment
	"r_drawtracers_firstperson"	"0"   // Disable first-person tracers
	"r_eyegloss"			"0"   // Disable character eye gloss
	"r_eyemove"			"0"   // Disable eye movement
	"r_decal_cullsize"		"10"  // Limit small decals
	"cl_interp_ratio"		"1"   // Interpolation ratio for movement
	"cl_interp"			"0"   // Lowest possible interpolation
	"rate"				"786432"  // Internet connection speed
	"cl_updaterate"		"128"  // Server update rate
	"cl_cmdrate"			"128"  // Command rate for servers
	"m_rawinput"			"1"   // Direct mouse input
	"snd_mixahead"		"0.05"  // Sound latency
	"r_cheapwaterstart"		"1"   // Simplified water rendering
	"r_maxdlights"		"32"   // Limit dynamic lights
	"r_drawparticles"		"0"   // Disable particle effects

	// Additional settings:
	"r_ssao"			"0"   // Disable ambient occlusion
	"r_aoproxy_enable"	"0"   // Disable AO proxy
	"r_texture_stream_max_resolution"	"128"  // Texture streaming limit
	"csm_max_num_cascades_override"	"0"  // Disable cascade shadows
	"r_csgo_mboit_force_mixed_resolution"	"1"  // Mixed resolution for objects
	"r_csgo_fsr_upsample"	"1"   // Enable FidelityFX Super Resolution
	"mat_viewportscale"	"0.6"  // Lower viewport scale for performance
ChatGPT said:
ChatGPT
Based on your sys_info output, I can confirm that the following settings are indeed active and working: 1. **mat_queue_mode "2" (Multi-core rendering)**: Confirmed as active with mat_queue_mode: 2. 2. **cl_forcepreload "1" (Preload models and sounds)**: Active, as seen with cl_forcepreload: 1. 3. **fps_max "240" (Limit FPS to 240)**: Confirmed as active with fps_max: 240. 4. **r_dynamic "0" (Disable dynamic lighting)**: Confirmed as active with r_dynamic: 0. 5. **mat_antialias "0" (Disable anti-aliasing)**: Confirmed as active with mat_antialias: 0. 6. **mat_monitorgamma "1.8" (Gamma brightness adjustment)**: Confirmed as active with mat_monitorgamma: 1.800000. 7. **r_drawtracers_firstperson "0" (Disable first-person tracers)**: Confirmed as active with r_drawtracers_firstperson: 0. 8. **r_eyegloss "0" (Disable character eye gloss)**: Confirmed as active with r_eyegloss: 0. 9. **r_eyemove "0" (Disable eye movement)**: Confirmed as active with r_eyemove: 0. 10. **r_decal_cullsize "10" (Limit small decals)**: Confirmed as active with r_decal_cullsize: 10. 11. **cl_interp_ratio "1" (Interpolation ratio)**: Confirmed as active with cl_interp_ratio: 1. 12. **cl_interp "0" (Lowest possible interpolation)**: Confirmed as active with cl_interp: 0. 13. **rate "786432" (Internet connection speed)**: Confirmed as active with rate: 786432. 14. **cl_updaterate "128" (Server update rate)**: Confirmed as active with cl_updaterate: 128. 15. **cl_cmdrate "128" (Command rate for servers)**: Confirmed as active with cl_cmdrate: 128. 16. **m_rawinput "1" (Direct mouse input)**: Confirmed as active with m_rawinput: 1. 17. **snd_mixahead "0.05" (Sound latency)**: Confirmed as active with snd_mixahead: 0.050000. 18. **r_cheapwaterstart "1" (Simplified water rendering)**: Confirmed as active with r_cheapwaterstart: 1. 19. **r_maxdlights "32" (Limit dynamic lights)**: Confirmed as active with r_maxdlights: 32. 20. **r_drawparticles "0" (Disable particle effects)**: Confirmed as active with r_drawparticles: 0. ### Additional Settings: 21. **r_ssao "0" (Disable ambient occlusion)**: Confirmed as active with r_ssao: 0. 22. **r_aoproxy_enable "0" (Disable AO proxy)**: Confirmed as active with r_aoproxy_enable: 0. 23. **r_texture_stream_max_resolution "128" (Texture streaming limit)**: Confirmed as active with r_texture_stream_max_resolution: 128. 24. **csm_max_num_cascades_override "0" (Disable cascade shadows)**: Confirmed as active with csm_max_num_cascades_override: 0. 25. **r_csgo_mboit_force_mixed_resolution "1" (Mixed resolution for objects)**: Confirmed as active with r_csgo_mboit_force_mixed_resolution: 1. 26. **r_csgo_fsr_upsample "1" (Enable FidelityFX Super Resolution)**: Confirmed as active with r_csgo_fsr_upsample: 1. 27. **mat_viewportscale "0.6" (Lower viewport scale for performance)**: Confirmed as active with mat_viewportscale: 0.600000. All the settings you've mentioned are reflected in the sys_info output, confirming they are active and working correctly in your **CS2** configuration.



You said:
make a list with bullet points on what each one does and maximum explaination of 5 words for each bulelt point.

ChatGPT said:
ChatGPT
Sure, here is a simplified list of each setting with a brief explanation:

mat_queue_mode "2": Multi-core rendering enabled.
cl_forcepreload "1": Preload models and sounds.
fps_max "240": Limits maximum FPS to 240.
r_dynamic "0": Disables dynamic lighting.
mat_antialias "0": Disables anti-aliasing.
mat_monitorgamma "1.8": Sets gamma brightness adjustment.
r_drawtracers_firstperson "0": Disables first-person tracers.
r_eyegloss "0": Disables character eye gloss.
r_eyemove "0": Disables character eye movement.
r_decal_cullsize "10": Limits visibility of small decals.
cl_interp_ratio "1": Sets interpolation ratio for movement.
cl_interp "0": Minimum interpolation for smooth movement.
rate "786432": Internet connection speed limit.
cl_updaterate "128": Sets server update rate.
cl_cmdrate "128": Sets command rate for servers.
m_rawinput "1": Enables direct mouse input.
snd_mixahead "0.05": Low sound latency.
r_cheapwaterstart "1": Simplified water rendering.
r_maxdlights "32": Limits dynamic lights.
r_drawparticles "0": Disables particle effects.
Additional Settings:
r_ssao "0": Disables ambient occlusion.
r_aoproxy_enable "0": Disables AO proxy.
r_texture_stream_max_resolution "128": Limits texture streaming resolution.
csm_max_num_cascades_override "0": Disables cascade shadows.
r_csgo_mboit_force_mixed_resolution "1": Mixed resolution for objects.
r_csgo_fsr_upsample "1": Enables FidelityFX Super Resolution.
mat_viewportscale "0.6": Lowers viewport rendering scale.

2/2

You said:
Okay so based of these settings, which settings should i choose in my AMD radeon adrenaline edititon software settings for cs2?
ASSISTANT
Based on your in-game settings that prioritize performance and reduced input latency in CS2, here are the recommended AMD Radeon Adrenalin Edition settings to complement them:

### **Graphics Settings for CS2 in AMD Radeon Software**

1. **Anti-Aliasing Mode**: **Use Application Settings**
   - Since you've disabled anti-aliasing in-game (`mat_antialias "0"`), setting this to "Use Application Settings" ensures the driver doesn't override the game's settings.

2. **Anti-Aliasing Method**: **Not Applicable**
   - As anti-aliasing is disabled, this setting won't have an effect.

3. **Morphological Anti-Aliasing (MLAA)**: **Disabled**
   - Ensures no additional post-processing anti-aliasing is applied, saving resources.

4. **Anisotropic Filtering Mode**: **Use Application Settings**
   - Alternatively, you can set to **Override Application Settings** with **Anisotropic Filtering Level** at **Off** or **2x** for performance gains.

5. **Texture Filtering Quality**: **Performance**
   - Prioritizes higher FPS over texture quality.

6. **Surface Format Optimization**: **Enabled**
   - Optimizes rendering for certain surface formats, improving performance with minimal visual impact.

7. **Wait for Vertical Refresh (VSync)**: **Always Off**
   - Matches your in-game `mat_vsync "0"`, reducing input lag by preventing synchronization delays.

8. **OpenGL Triple Buffering**: **Disabled**
   - Not applicable for CS2 (a DirectX game), but disabling prevents unnecessary resource usage.

9. **Maximum Tessellation Level**: **Override Application Settings** > **Off**
   - Reduces geometric detail processed by the GPU, enhancing performance.

10. **Shader Cache**: **AMD Optimized**
    - Helps reduce stuttering by caching shaders, improving load times.

11. **Frame Rate Target Control (FRTC)**: **Disabled** or **Set to 240 FPS**
    - Since you capped FPS in-game (`fps_max "240"`), you can either let the game handle it or set FRTC to **240** for an additional cap at the driver level.

12. **Radeon Anti-Lag**: **Enabled**
    - Reduces input lag by decreasing the time between user input and display response, crucial for competitive play.

13. **Radeon Chill**: **Disabled**
    - Disabling ensures consistent performance without dynamic FPS adjustments.

14. **Radeon Image Sharpening**: **Enabled** (Optional)
    - Enhances visual clarity, especially helpful since you've lowered rendering scale (`mat_viewportscale "0.6"`). Adjust the sharpness level to your preference.

15. **AMD FreeSync** or **Adaptive-Sync**: **Enabled** (If Supported)
    - Reduces screen tearing without significant input lag. If ultimate minimal latency is desired, you may choose to disable it.

16. **Enhanced Sync**: **Disabled**
    - While it can reduce tearing, it may introduce frame pacing issues in some cases. Disabling ensures consistent input latency.

17. **GPU Scaling**: **Disabled**
    - Unless playing at a non-native resolution that requires scaling, disabling prevents additional processing.

18. **Scaling Mode**: **Preserve Aspect Ratio**
    - Maintains the game's intended aspect ratio when playing at resolutions different from your monitor's native resolution.

19. **Color Depth and Pixel Format**: **Default Settings**
    - Leave at default unless specific adjustments are needed.

### **Performance Tuning (Optional)**

If you want to delve deeper into optimizing your GPU's performance:

1. **Manual GPU Tuning**:
   - **Undervolting**: Can reduce temperatures and power consumption, potentially leading to more stable performance.
   - **Overclocking**: Slight GPU overclocking can increase FPS but may introduce instability.

2. **Power Limit**: **Increase by 10-20%**
   - Provides the GPU with additional headroom, preventing power-related throttling.

3. **Fan Settings**: **Custom Fan Curve**
   - Adjust to keep GPU temperatures lower, especially under sustained load.

### **Record & Stream Settings**

- **Recording and Streaming**: **Disabled**
  - Ensure features like Instant Replay or Desktop Recording are off when not in use to save on performance.

### **Additional Recommendations**

- **Driver Updates**: Keep your AMD drivers up to date for the latest optimizations and fixes for CS2.

- **Disable Radeon Overlay**: If not used, disabling can save resources:
  - Go to **Settings** > **General** > Disable **In-Game Overlay**.

- **Disable Windows Game Bar and Game DVR**:
  - Can further reduce background overhead:
    - **Settings** > **Gaming** > **Xbox Game Bar** > Turn off.
    - **Settings** > **Gaming** > **Captures** > Disable background recording.

- **Adjust Windows Power Settings**:
  - Set to **High Performance** to ensure your CPU and GPU are not power-throttled.

### **Monitoring and Adjustments**

- **In-Game Performance Monitoring**:
  - Use the Radeon Performance Monitoring tool to keep an eye on FPS, temperatures, and GPU usage.

- **Test and Iterate**:
  - After applying these settings, play CS2 and observe performance and responsiveness.
  - Adjust settings incrementally if you notice any issues or if you want to fine-tune visual quality.

By aligning your AMD Radeon settings with your in-game configurations, you'll maximize performance and minimize input latency, giving you an edge in competitive gameplay.

turns-00031.parquet:40475

80bf295e19a8099c1f5d8e06
turn 1/1o1-preview-2024-09-12EnglishPoland941 words
degenerate_repetitionAbsentFinal dense release
USER
write for me a layer in The Modding Tree, that behaves like a player vs enemy combat
ASSISTANT
Certainly! Below is an example of how you can create a layer in **The Modding Tree (TMT)** that simulates a basic player vs. enemy combat system. This layer will allow the player to engage in combat with an enemy, utilizing actions like **Attack**, **Defend**, and **Heal**.

```javascript
addLayer("c", {
    name: "Combat", // Layer name
    symbol: "⚔️", // Layer symbol displayed on the tree
    position: 0, // Position in the grid (useful if you have multiple layers)

    startData() { return {
        unlocked: true, // Layer unlocked by default
        points: new Decimal(0), // Currency for this layer, not used in this example

        // Combat stats
        playerHP: new Decimal(100),
        playerMaxHP: new Decimal(100),
        playerAttack: new Decimal(10),
        playerDefense: new Decimal(5),

        enemyHP: new Decimal(50),
        enemyMaxHP: new Decimal(50),
        enemyAttack: new Decimal(8),
        enemyDefense: new Decimal(3),

        combatLog: [], // Array to store combat messages
    }},

    color: "#4BDC13", // Layer color
    resource: "victories", // Name of prestige currency (not used here)
    type: "none", // No prestige mechanics for this layer

    row: "side", // Side layer (doesn't participate in prestige mechanics)

    layerShown() { return true }, // Always show this layer

    // Custom tab format to design the UI
    tabFormat: {
        "Combat": {
            content: [
                ["display-text", function() { return `<h2>Player HP: ${player.c.playerHP}/${player.c.playerMaxHP}</h2>` }],
                ["display-text", function() { return `<h2>Enemy HP: ${player.c.enemyHP}/${player.c.enemyMaxHP}</h2>` }],
                "blank",
                ["row", [
                    ["clickable", "attackAction"],
                    ["clickable", "defendAction"],
                    ["clickable", "healAction"],
                ]],
                "blank",
                ["display-text", "<h3>Combat Log:</h3>"],
                ["infobox", "combatLogBox"],
            ],
        },
    },

    // Infobox to display combat log messages
    infoboxes: {
        combatLogBox: {
            title: "Combat Log",
            body() {
                // Display the last 5 combat messages
                return player.c.combatLog.slice(0, 5).join("<br>");
            },
        },
    },

    // Clickable actions for combat
    clickables: {
        // Attack action
        "attackAction": {
            display() { return "<h3>Attack</h3>" },
            canClick() { return player.c.playerHP.gt(0) && player.c.enemyHP.gt(0) },
            onClick() {
                // Calculate damage dealt to enemy
                let damageToEnemy = player.c.playerAttack.minus(player.c.enemyDefense);
                if (damageToEnemy.lte(0)) damageToEnemy = new Decimal(1); // Minimum damage

                player.c.enemyHP = player.c.enemyHP.minus(damageToEnemy);
                player.c.combatLog.unshift(`You attack the enemy for ${damageToEnemy} damage.`);

                // Check if enemy is defeated
                if (player.c.enemyHP.lte(0)) {
                    player.c.combatLog.unshift(`You have defeated the enemy!`);
                    // You can add rewards or reset combat here
                    return;
                }

                // Enemy's turn to attack
                tmp.c.performEnemyTurn();
            },
        },
        // Defend action
        "defendAction": {
            display() { return "<h3>Defend</h3>" },
            canClick() { return player.c.playerHP.gt(0) && player.c.enemyHP.gt(0) },
            onClick() {
                player.c.combatLog.unshift(`You brace for the enemy's attack.`);

                // Reduce damage taken on enemy's turn
                tmp.c.performEnemyTurn(true); // Passing true to indicate defense
            },
        },
        // Heal action
        "healAction": {
            display() { return "<h3>Heal</h3>" },
            canClick() { return player.c.playerHP.gt(0) && player.c.enemyHP.gt(0) },
            onClick() {
                let healAmount = new Decimal(15);
                player.c.playerHP = player.c.playerHP.plus(healAmount);
                if (player.c.playerHP.gt(player.c.playerMaxHP)) {
                    player.c.playerHP = player.c.playerMaxHP;
                }

                player.c.combatLog.unshift(`You heal yourself for ${healAmount} HP.`);

                // Enemy's turn to attack
                tmp.c.performEnemyTurn();
            },
        },
    },

    // Function to handle the enemy's turn
    performEnemyTurn(defending = false) {
        // Calculate damage dealt to player
        let damageToPlayer = player.c.enemyAttack.minus(player.c.playerDefense);
        if (defending) {
            damageToPlayer = damageToPlayer.div(2); // Reduce damage if defending
            player.c.combatLog.unshift(`You defend and reduce incoming damage.`);
        }
        if (damageToPlayer.lte(0)) damageToPlayer = new Decimal(1); // Minimum damage

        player.c.playerHP = player.c.playerHP.minus(damageToPlayer);
        player.c.combatLog.unshift(`Enemy attacks you for ${damageToPlayer} damage.`);

        // Check if player is defeated
        if (player.c.playerHP.lte(0)) {
            player.c.combatLog.unshift(`You have been defeated.`);
            // You can add penalties or reset combat here
        }
    },

    // Optional: Reset combat when both are defeated
    update(diff) {
        if (player.c.playerHP.lte(0) || player.c.enemyHP.lte(0)) {
            // Example: Reset combat stats after 3 seconds
            player.c.combatResetTimer = (player.c.combatResetTimer || 0) + diff;
            if (player.c.combatResetTimer >= 3) {
                player.c.playerHP = player.c.playerMaxHP;
                player.c.enemyHP = player.c.enemyMaxHP;
                player.c.combatLog.unshift(`A new enemy appears!`);
                player.c.combatResetTimer = 0;
            }
        }
    },
});
```

### Explanation:

- **Layer Definition**: We create a new layer `"c"` for combat, specifying its name, symbol, and other properties.
- **Start Data**: Initializes the player's and enemy's stats, including HP, attack, defense, and a combat log array to store messages.
- **Tab Format**: Customizes the layer's tab to display player and enemy HP, actions, and the combat log.
- **Clickables**: Defines three actions:
  - **Attack**: Player attacks the enemy, then the enemy takes a turn.
  - **Defend**: Player defends, reducing damage from the enemy's next attack.
  - **Heal**: Player heals themselves, then the enemy takes a turn.
- **Enemy Turn Function**: Handles the enemy's action, calculating damage and updating the combat log.
- **Combat Log**: Uses an infobox to display the latest combat messages.
- **Update Function**: Optionally resets combat after a defeat, with a delay.

### Customization:

You can enhance this combat system by adding:

- **Multiple Enemies**: Introduce a variety of enemies with different stats.
- **Player Progression**: Allow the player to increase their stats through upgrades or experience points.
- **Items and Abilities**: Implement items the player can use, like potions or special attacks.
- **Rewards and Penalties**: Provide rewards for defeating enemies or penalties for being defeated.
- **Graphics and Audio**: Add images or sounds to make the combat more engaging.

### Implementation Steps:

1. **Copy the Code**: Place the provided code into your `layers.js` file in your TMT project.
2. **Test the Layer**: Run your game and navigate to the "Combat" layer to test the combat system.
3. **Adjust Stats**: Modify the player's and enemy's stats to balance the difficulty.
4. **Extend Functionality**: Add more features as desired to create a richer combat experience.

### Tips:

- **Debugging**: Use console logs or TMT's built-in debugging tools to troubleshoot any issues.
- **Edge Cases**: Ensure that HP doesn't drop below zero and handle any unexpected inputs.
- **User Interface**: Keep the UI clean and informative for better player experience.

---

Feel free to customize and expand upon this basic combat system to suit your game's needs. If you have any questions or need further assistance, don't hesitate to ask!