// ------------------------------------------------------------------------------
//
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
//
// ------------------------------------------------------------------------------
using System;
using HexaGen.Runtime;
using System.Numerics;
namespace Dalamud.Bindings.ImGui
{
///
/// To be documented.
///
[Flags]
public enum ImGuiBackendFlags : int
{
///
/// To be documented.
///
None = unchecked(0),
///
/// Backend Platform supports gamepad and currently has one connected.
///
HasGamepad = unchecked(1),
///
/// Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
///
HasMouseCursors = unchecked(2),
///
/// Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set).
///
HasSetMousePos = unchecked(4),
///
/// Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
///
RendererHasVtxOffset = unchecked(8),
///
/// Backend Platform supports multiple viewports.
///
PlatformHasViewports = unchecked(1024),
///
/// Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under.
///
HasMouseHoveredViewport = unchecked(2048),
///
/// Backend Renderer supports multiple viewports.
///
RendererHasViewports = unchecked(4096),
}
}