Dalamud/external/cimanim/cimanim.h
2025-12-08 21:27:05 +01:00

443 lines
27 KiB
C

#pragma once
#include "imgui.h"
#include "imgui_internal.h"
#include "cimgui.h"
#include "im_anim.h"
extern void ImAnimDemoWindow();
// ----------------------------------------------------
// Public API declarations
// ----------------------------------------------------
CIMGUI_API void c_iam_set_imgui_context(ImGuiContext* context);
CIMGUI_API void c_iam_demo_window();
// Frame management
CIMGUI_API void c_iam_update_begin_frame();
CIMGUI_API void c_iam_gc(unsigned int max_age_frames);
CIMGUI_API void c_iam_reserve(int cap_float, int cap_vec2, int cap_vec4, int cap_int, int cap_color);
CIMGUI_API void c_iam_set_ease_lut_samples(int count);
// Global time scale (for slow-motion / fast-forward debugging)
CIMGUI_API void c_iam_set_global_time_scale(float scale);
CIMGUI_API float c_iam_get_global_time_scale();
// Lazy Initialization - defer channel creation until animation is needed
CIMGUI_API void c_iam_set_lazy_init(bool enable);
CIMGUI_API bool c_iam_is_lazy_init_enabled();
CIMGUI_API void c_iam_register_custom_ease(int slot, iam_ease_fn fn);
CIMGUI_API void c_iam_get_custom_ease(iam_ease_fn* pOut, int slot);
// Debug UI
CIMGUI_API void c_iam_show_unified_inspector(bool* p_open);
// Performance Profiler
CIMGUI_API void c_iam_profiler_enable(bool enable);
CIMGUI_API bool c_iam_profiler_is_enabled();
CIMGUI_API void c_iam_profiler_begin_frame();
CIMGUI_API void c_iam_profiler_end_frame();
CIMGUI_API void c_iam_profiler_begin(const char* name);
CIMGUI_API void c_iam_profiler_end();
// Drag Feedback - animated feedback for drag operations
CIMGUI_API void c_iam_drag_begin(iam_drag_feedback* pOut, ImGuiID id, ImVec2* pos);
CIMGUI_API void c_iam_drag_update(iam_drag_feedback* pOut, ImGuiID id, ImVec2* pos, float dt);
CIMGUI_API void c_iam_drag_release(iam_drag_feedback* pOut, ImGuiID id, ImVec2* pos, iam_drag_opts* opts, float dt);
CIMGUI_API void c_iam_drag_cancel(ImGuiID id);
// Oscillators - continuous periodic animations
CIMGUI_API float c_iam_oscillate(ImGuiID id, float amplitude, float frequency, int wave_type, float phase, float dt);
CIMGUI_API int c_iam_oscillate_int(ImGuiID id, int amplitude, float frequency, int wave_type, float phase, float dt);
CIMGUI_API void c_iam_oscillate_vec2(ImVec2* pOut, ImGuiID id, ImVec2* amplitude, ImVec2* frequency, int wave_type, ImVec2* phase, float dt);
CIMGUI_API void c_iam_oscillate_vec4(ImVec4* pOut, ImGuiID id, ImVec4* amplitude, ImVec4* frequency, int wave_type, ImVec4* phase, float dt);
CIMGUI_API void c_iam_oscillate_color(ImVec4* pOut, ImGuiID id, ImVec4* base_color, ImVec4* amplitude, float frequency, int wave_type, float phase, int color_space, float dt);
// Shake/Wiggle - procedural noise animations
CIMGUI_API float c_iam_shake(ImGuiID id, float intensity, float frequency, float decay_time, float dt);
CIMGUI_API int c_iam_shake_int(ImGuiID id, int intensity, float frequency, float decay_time, float dt);
CIMGUI_API void c_iam_shake_vec2(ImVec2* pOut, ImGuiID id, ImVec2* intensity, float frequency, float decay_time, float dt);
CIMGUI_API void c_iam_shake_vec4(ImVec4* pOut, ImGuiID id, ImVec4* intensity, float frequency, float decay_time, float dt);
CIMGUI_API void c_iam_shake_color(ImVec4* pOut, ImGuiID id, ImVec4* base_color, ImVec4* intensity, float frequency, float decay_time, int color_space, float dt);
CIMGUI_API float c_iam_wiggle(ImGuiID id, float amplitude, float frequency, float dt);
CIMGUI_API int c_iam_wiggle_int(ImGuiID id, int amplitude, float frequency, float dt);
CIMGUI_API void c_iam_wiggle_vec2(ImVec2* pOut, ImGuiID id, ImVec2* amplitude, float frequency, float dt);
CIMGUI_API void c_iam_wiggle_vec4(ImVec4* pOut, ImGuiID id, ImVec4* amplitude, float frequency, float dt);
CIMGUI_API void c_iam_wiggle_color(ImVec4* pOut, ImGuiID id, ImVec4* base_color, ImVec4* amplitude, float frequency, int color_space, float dt);
CIMGUI_API void c_iam_trigger_shake(ImGuiID id);
// Easing evaluation
CIMGUI_API float c_iam_eval_preset(int type, float t);
// Tween API - smoothly interpolate values over time
CIMGUI_API float c_iam_tween_float(ImGuiID id, ImGuiID channel_id, float target, float dur, iam_ease_desc* ez, int policy, float dt);
CIMGUI_API void c_iam_tween_vec2(ImVec2* pOut, ImGuiID id, ImGuiID channel_id, ImVec2* target, float dur, iam_ease_desc* ez, int policy, float dt);
CIMGUI_API void c_iam_tween_vec4(ImVec4* pOut, ImGuiID id, ImGuiID channel_id, ImVec4* target, float dur, iam_ease_desc* ez, int policy, float dt);
CIMGUI_API int c_iam_tween_int(ImGuiID id, ImGuiID channel_id, int target, float dur, iam_ease_desc* ez, int policy, float dt);
CIMGUI_API void c_iam_tween_color(ImVec4* pOut, ImGuiID id, ImGuiID channel_id, ImVec4* target_srgb, float dur, iam_ease_desc* ez, int policy, int color_space, float dt);
// Resize-friendly helpers
CIMGUI_API void c_iam_anchor_size(ImVec2* pOut, int space);
// Relative target tweens (percent of anchor + pixel offset) - survive window resizes
CIMGUI_API float c_iam_tween_float_rel(ImGuiID id, ImGuiID channel_id, float percent, float px_bias, float dur, iam_ease_desc* ez, int policy, int anchor_space, int axis, float dt);
CIMGUI_API void c_iam_tween_vec2_rel(ImVec2* pOut, ImGuiID id, ImGuiID channel_id, ImVec2* percent, ImVec2* px_bias, float dur, iam_ease_desc* ez, int policy, int anchor_space, float dt);
CIMGUI_API void c_iam_tween_vec4_rel(ImVec4* pOut, ImGuiID id, ImGuiID channel_id, ImVec4* percent, ImVec4* px_bias, float dur, iam_ease_desc* ez, int policy, int anchor_space, float dt);
CIMGUI_API void c_iam_tween_color_rel(ImVec4* pOut, ImGuiID id, ImGuiID channel_id, ImVec4* percent, ImVec4* px_bias, float dur, iam_ease_desc* ez, int policy, int color_space, int anchor_space, float dt);
// Rebase functions - change target of in-progress animation without restarting
CIMGUI_API void c_iam_rebase_float(ImGuiID id, ImGuiID channel_id, float new_target, float dt);
CIMGUI_API void c_iam_rebase_vec2(ImGuiID id, ImGuiID channel_id, ImVec2* new_target, float dt);
CIMGUI_API void c_iam_rebase_vec4(ImGuiID id, ImGuiID channel_id, ImVec4* new_target, float dt);
CIMGUI_API void c_iam_rebase_color(ImGuiID id, ImGuiID channel_id, ImVec4* new_target, float dt);
CIMGUI_API void c_iam_rebase_int(ImGuiID id, ImGuiID channel_id, int new_target, float dt);
// Resolved tweens - target computed dynamically by callback each frame
CIMGUI_API float c_iam_tween_float_resolved(ImGuiID id, ImGuiID channel_id, iam_float_resolver, void* user, float dur, iam_ease_desc* ez, int policy, float dt);
CIMGUI_API void c_iam_tween_vec2_resolved(ImVec2* pOut, ImGuiID id, ImGuiID channel_id, iam_vec2_resolver, void* user, float dur, iam_ease_desc* ez, int policy, float dt);
CIMGUI_API void c_iam_tween_vec4_resolved(ImVec4* pOut, ImGuiID id, ImGuiID channel_id, iam_vec4_resolver, void* user, float dur, iam_ease_desc* ez, int policy, float dt);
CIMGUI_API void c_iam_tween_color_resolved(ImVec4* pOut, ImGuiID id, ImGuiID channel_id, iam_vec4_resolver, void* user, float dur, iam_ease_desc* ez, int policy, int color_space, float dt);
CIMGUI_API int c_iam_tween_int_resolved(ImGuiID id, ImGuiID channel_id, iam_int_resolver, void* user, float dur, iam_ease_desc* ez, int policy, float dt);
// Color blending utility
CIMGUI_API void c_iam_get_blended_color(ImVec4* pOut, ImVec4* a_srgb, ImVec4* b_srgb, float t, int color_space);
// ----------------------------------------------------
// Convenience shorthands for common easings
// ----------------------------------------------------
CIMGUI_API void c_iam_ease_preset(iam_ease_desc* pOut, int type);
CIMGUI_API void c_iam_ease_bezier(iam_ease_desc* pOut, float x1, float y1, float x2, float y2);
CIMGUI_API void c_iam_ease_steps_desc(iam_ease_desc* pOut, int steps, int mode);
CIMGUI_API void c_iam_ease_back(iam_ease_desc* pOut, float overshoot);
CIMGUI_API void c_iam_ease_elastic(iam_ease_desc* pOut, float amplitude, float period);
CIMGUI_API void c_iam_ease_spring_desc(iam_ease_desc* pOut, float mass, float stiffness, float damping, float v0);
CIMGUI_API void c_iam_ease_custom_fn(iam_ease_desc* pOut, int slot);
// Scroll animation - smooth scrolling for ImGui windows
CIMGUI_API void c_iam_scroll_to_y(float target_y, float duration, iam_ease_desc* ez);
CIMGUI_API void c_iam_scroll_to_x(float target_x, float duration, iam_ease_desc* ez);
CIMGUI_API void c_iam_scroll_to_top(float duration, iam_ease_desc* ez);
CIMGUI_API void c_iam_scroll_to_bottom(float duration, iam_ease_desc* ez);
// ----------------------------------------------------
// Per-axis easing - different easing per component
// ----------------------------------------------------
// Tween with per-axis easing - each component uses its own easing curve
CIMGUI_API void c_iam_tween_vec2_per_axis(ImVec2* pOut, ImGuiID id, ImGuiID channel_id, ImVec2* target, float dur, iam_ease_per_axis* ez, int policy, float dt);
CIMGUI_API void c_iam_tween_vec4_per_axis(ImVec4* pOut, ImGuiID id, ImGuiID channel_id, ImVec4* target, float dur, iam_ease_per_axis* ez, int policy, float dt);
CIMGUI_API void c_iam_tween_color_per_axis(ImVec4* pOut, ImGuiID id, ImGuiID channel_id, ImVec4* target_srgb, float dur, iam_ease_per_axis* ez, int policy, int color_space, float dt);
// ----------------------------------------------------
// Motion Paths - animate along curves and splines
// ----------------------------------------------------
// Single-curve evaluation functions (stateless, for direct use)
CIMGUI_API void c_iam_bezier_quadratic(ImVec2* pOut, ImVec2* p0, ImVec2* p1, ImVec2* p2, float t);
CIMGUI_API void c_iam_bezier_cubic(ImVec2* pOut, ImVec2* p0, ImVec2* p1, ImVec2* p2, ImVec2* p3, float t);
CIMGUI_API void c_iam_catmull_rom(ImVec2* pOut, ImVec2* p0, ImVec2* p1, ImVec2* p2, ImVec2* p3, float t, float tension);
// Derivatives (for tangent/velocity)
CIMGUI_API void c_iam_bezier_quadratic_deriv(ImVec2* pOut, ImVec2* p0, ImVec2* p1, ImVec2* p2, float t);
CIMGUI_API void c_iam_bezier_cubic_deriv(ImVec2* pOut, ImVec2* p0, ImVec2* p1, ImVec2* p2, ImVec2* p3, float t);
CIMGUI_API void c_iam_catmull_rom_deriv(ImVec2* pOut, ImVec2* p0, ImVec2* p1, ImVec2* p2, ImVec2* p3, float t, float tension);
// Query path info
CIMGUI_API bool c_iam_path_exists(ImGuiID path_id);
CIMGUI_API float c_iam_path_length(ImGuiID path_id);
CIMGUI_API void c_iam_path_evaluate(ImVec2* pOut, ImGuiID path_id, float t);
CIMGUI_API void c_iam_path_tangent(ImVec2* pOut, ImGuiID path_id, float t);
CIMGUI_API float c_iam_path_angle(ImGuiID path_id, float t);
// Tween along a path
CIMGUI_API void c_iam_tween_path(ImVec2* pOut, ImGuiID id, ImGuiID channel_id, ImGuiID path_id, float dur, iam_ease_desc* ez, int policy, float dt);
CIMGUI_API float c_iam_tween_path_angle(ImGuiID id, ImGuiID channel_id, ImGuiID path_id, float dur, iam_ease_desc* ez, int policy, float dt);
// ----------------------------------------------------
// Arc-length parameterization (for constant-speed animation)
// ----------------------------------------------------
// Build arc-length lookup table for a path (call once per path, improves accuracy)
CIMGUI_API void c_iam_path_build_arc_lut(ImGuiID path_id, int subdivisions);
CIMGUI_API bool c_iam_path_has_arc_lut(ImGuiID path_id);
// Distance-based path evaluation (uses arc-length LUT for constant speed)
CIMGUI_API float c_iam_path_distance_to_t(ImGuiID path_id, float distance);
CIMGUI_API void c_iam_path_evaluate_at_distance(ImVec2* pOut, ImGuiID path_id, float distance);
CIMGUI_API float c_iam_path_angle_at_distance(ImGuiID path_id, float distance);
CIMGUI_API void c_iam_path_tangent_at_distance(ImVec2* pOut, ImGuiID path_id, float distance);
// ----------------------------------------------------
// Path Morphing - interpolate between two paths
// ----------------------------------------------------
// Evaluate morphed path at parameter t [0,1] with blend factor [0,1]
// path_a at blend=0, path_b at blend=1
// Paths can have different numbers of segments - they are resampled to match
CIMGUI_API void c_iam_path_morph(ImVec2* pOut, ImGuiID path_a, ImGuiID path_b, float t, float blend, iam_morph_opts* opts);
// Get tangent of morphed path
CIMGUI_API void c_iam_path_morph_tangent(ImVec2* pOut, ImGuiID path_a, ImGuiID path_b, float t, float blend, iam_morph_opts* opts);
// Get angle (radians) of morphed path
CIMGUI_API float c_iam_path_morph_angle(ImGuiID path_a, ImGuiID path_b, float t, float blend, iam_morph_opts* opts);
// Tween along a morphing path - animates both position along path AND the morph blend
CIMGUI_API void c_iam_tween_path_morph(ImVec2* pOut, ImGuiID id, ImGuiID channel_id, ImGuiID path_a, ImGuiID path_b, float target_blend, float dur, iam_ease_desc* path_ease, iam_ease_desc* morph_ease, int policy, float dt, iam_morph_opts* opts);
// Get current morph blend value from a tween (for querying state)
CIMGUI_API float c_iam_get_morph_blend(ImGuiID id, ImGuiID channel_id);
// ----------------------------------------------------
// Text along motion paths
// ----------------------------------------------------
// Render text along a path (static - no animation)
CIMGUI_API void c_iam_text_path(ImGuiID path_id, const char* text, iam_text_path_opts* opts);
// Animated text along path (characters appear progressively)
CIMGUI_API void c_iam_text_path_animated(ImGuiID path_id, const char* text, float progress, iam_text_path_opts* opts);
// Helper: Get text width for path layout calculations
CIMGUI_API float c_iam_text_path_width(const char* text, iam_text_path_opts* opts);
// ----------------------------------------------------
// Quad transform helpers (for advanced custom rendering)
// ----------------------------------------------------
// Transform a quad (4 vertices) by rotation and translation
CIMGUI_API void c_iam_transform_quad(ImVec2* quad, ImVec2* center, float angle_rad, ImVec2* translation);
// Create a rotated quad for a glyph at a position on the path
CIMGUI_API void c_iam_make_glyph_quad(ImVec2* quad, ImVec2* pos, float angle_rad, float glyph_width, float glyph_height, float baseline_offset);
// ----------------------------------------------------
// Text Stagger - per-character animation effects
// ----------------------------------------------------
// Render text with per-character stagger animation
CIMGUI_API void c_iam_text_stagger(ImGuiID id, const char* text, float progress, iam_text_stagger_opts* opts);
// Get text width for layout calculations
CIMGUI_API float c_iam_text_stagger_width(const char* text, iam_text_stagger_opts* opts);
// Get total animation duration for text (accounts for stagger delays)
CIMGUI_API float c_iam_text_stagger_duration(const char* text, iam_text_stagger_opts* opts);
// ----------------------------------------------------
// Noise Channels - Perlin/Simplex noise for organic movement
// ----------------------------------------------------
// Sample noise at a point (returns value in [-1, 1])
CIMGUI_API float c_iam_noise_2d(float x, float y, iam_noise_opts* opts);
CIMGUI_API float c_iam_noise_3d(float x, float y, float z, iam_noise_opts* opts);
// Animated noise channels - continuous noise that evolves over time
CIMGUI_API float c_iam_noise_channel_float(ImGuiID id, float frequency, float amplitude, iam_noise_opts* opts, float dt);
CIMGUI_API void c_iam_noise_channel_vec2(ImVec2* pOut, ImGuiID id, ImVec2* frequency, ImVec2* amplitude, iam_noise_opts* opts, float dt);
CIMGUI_API void c_iam_noise_channel_vec4(ImVec4* pOut, ImGuiID id, ImVec4* frequency, ImVec4* amplitude, iam_noise_opts* opts, float dt);
CIMGUI_API void c_iam_noise_channel_color(ImVec4* pOut, ImGuiID id, ImVec4* base_color, ImVec4* amplitude, float frequency, iam_noise_opts* opts, int color_space, float dt);
// Convenience: smooth random movement (like wiggle but using noise)
CIMGUI_API float c_iam_smooth_noise_float(ImGuiID id, float amplitude, float speed, float dt);
CIMGUI_API void c_iam_smooth_noise_vec2(ImVec2* pOut, ImGuiID id, ImVec2* amplitude, float speed, float dt);
CIMGUI_API void c_iam_smooth_noise_vec4(ImVec4* pOut, ImGuiID id, ImVec4* amplitude, float speed, float dt);
CIMGUI_API void c_iam_smooth_noise_color(ImVec4* pOut, ImGuiID id, ImVec4* base_color, ImVec4* amplitude, float speed, int color_space, float dt);
// ----------------------------------------------------
// Style Interpolation - animate between ImGuiStyle themes
// ----------------------------------------------------
// Register a named style for interpolation
CIMGUI_API void c_iam_style_register(ImGuiID style_id, ImGuiStyle* style);
CIMGUI_API void c_iam_style_register_current(ImGuiID style_id);
// Blend between two registered styles (result applied to ImGui::GetStyle())
// Uses iam_color_space for color blending mode (iam_col_oklab recommended)
CIMGUI_API void c_iam_style_blend(ImGuiID style_a, ImGuiID style_b, float t, int color_space);
// Tween between styles over time
CIMGUI_API void c_iam_style_tween(ImGuiID id, ImGuiID target_style, float duration, iam_ease_desc* ease, int color_space, float dt);
// Get interpolated style without applying
CIMGUI_API void c_iam_style_blend_to(ImGuiID style_a, ImGuiID style_b, float t, ImGuiStyle* out_style, int color_space);
// Check if a style is registered
CIMGUI_API bool c_iam_style_exists(ImGuiID style_id);
// Remove a registered style
CIMGUI_API void c_iam_style_unregister(ImGuiID style_id);
// ----------------------------------------------------
// Gradient Interpolation - animate between color gradients
// ----------------------------------------------------
// Blend between two gradients
CIMGUI_API void c_iam_gradient_lerp(iam_gradient* pOut, iam_gradient* a, iam_gradient* b, float t, int color_space);
// Tween between gradients over time
CIMGUI_API void c_iam_tween_gradient(iam_gradient* pOut, ImGuiID id, ImGuiID channel_id, iam_gradient* target, float dur, iam_ease_desc* ez, int policy, int color_space, float dt);
// ----------------------------------------------------
// Transform Interpolation - animate 2D transforms
// ----------------------------------------------------
// Blend between two transforms with rotation interpolation
CIMGUI_API void c_iam_transform_lerp(iam_transform* pOut, iam_transform* a, iam_transform* b, float t, int rotation_mode);
// Tween between transforms over time
CIMGUI_API void c_iam_tween_transform(iam_transform* pOut, ImGuiID id, ImGuiID channel_id, iam_transform* target, float dur, iam_ease_desc* ez, int policy, int rotation_mode, float dt);
// Decompose a 3x2 matrix into transform components
CIMGUI_API void c_iam_transform_from_matrix(iam_transform* pOut, float m00, float m01, float m10, float m11, float tx, float ty);
// Convert transform to 3x2 matrix (row-major: [m00 m01 tx; m10 m11 ty])
CIMGUI_API void c_iam_transform_to_matrix(iam_transform* t, float* out_matrix);
// ----------------------------------------------------
// iam_clip - fluent API for authoring animations
// ----------------------------------------------------
CIMGUI_API void c_iam_clip_begin(iam_clip* pOut, ImGuiID clip_id);
// Add keyframes for different channel types
CIMGUI_API void c_iam_clip_key_float(iam_clip* self, ImGuiID channel, float time, float value, int ease_type, float const* bezier4);
CIMGUI_API void c_iam_clip_key_vec2(iam_clip* self, ImGuiID channel, float time, ImVec2* value, int ease_type, float const* bezier4);
CIMGUI_API void c_iam_clip_key_vec4(iam_clip* self, ImGuiID channel, float time, ImVec4* value, int ease_type, float const* bezier4);
CIMGUI_API void c_iam_clip_key_int(iam_clip* self, ImGuiID channel, float time, int value, int ease_type);
CIMGUI_API void c_iam_clip_key_color(iam_clip* self, ImGuiID channel, float time, ImVec4* value, int color_space, int ease_type, float const* bezier4);
// Keyframes with repeat variation (value changes per loop iteration)
CIMGUI_API void c_iam_clip_key_float_var(iam_clip* self, ImGuiID channel, float time, float value, iam_variation_float* var, int ease_type, float const* bezier4);
CIMGUI_API void c_iam_clip_key_vec2_var(iam_clip* self, ImGuiID channel, float time, ImVec2* value, iam_variation_vec2* var, int ease_type, float const* bezier4);
CIMGUI_API void c_iam_clip_key_vec4_var(iam_clip* self, ImGuiID channel, float time, ImVec4* value, iam_variation_vec4* var, int ease_type, float const* bezier4);
CIMGUI_API void c_iam_clip_key_int_var(iam_clip* self, ImGuiID channel, float time, int value, iam_variation_int* var, int ease_type);
CIMGUI_API void c_iam_clip_key_color_var(iam_clip* self, ImGuiID channel, float time, ImVec4* value, iam_variation_color* var, int color_space, int ease_type, float const* bezier4);
// Spring-based keyframe (float only)
CIMGUI_API void c_iam_clip_key_float_spring(iam_clip* self, ImGuiID channel, float time, float target, iam_spring_params* spring);
// Anchor-relative keyframes (values resolved relative to window/viewport at get time)
CIMGUI_API void c_iam_clip_key_float_rel(iam_clip* self, ImGuiID channel, float time, float percent, float px_bias, int anchor_space, int axis, int ease_type, float const* bezier4);
CIMGUI_API void c_iam_clip_key_vec2_rel(iam_clip* self, ImGuiID channel, float time, ImVec2* percent, ImVec2* px_bias, int anchor_space, int ease_type, float const* bezier4);
CIMGUI_API void c_iam_clip_key_vec4_rel(iam_clip* self, ImGuiID channel, float time, ImVec4* percent, ImVec4* px_bias, int anchor_space, int ease_type, float const* bezier4);
CIMGUI_API void c_iam_clip_key_color_rel(iam_clip* self, ImGuiID channel, float time, ImVec4* percent, ImVec4* px_bias, int color_space, int anchor_space, int ease_type, float const* bezier4);
// Timeline grouping - sequential and parallel keyframe blocks
CIMGUI_API void c_iam_clip_seq_begin(iam_clip* self);
CIMGUI_API void c_iam_clip_seq_end(iam_clip* self);
CIMGUI_API void c_iam_clip_par_begin(iam_clip* self);
CIMGUI_API void c_iam_clip_par_end(iam_clip* self);
// Timeline markers - callbacks at specific times during playback
CIMGUI_API void c_iam_clip_marker_id(iam_clip* self, float time, ImGuiID marker_id, iam_marker_callback cb, void* user);
CIMGUI_API void c_iam_clip_marker(iam_clip* self, float time, iam_marker_callback cb, void* user);
// Clip options
CIMGUI_API void c_iam_clip_set_loop(iam_clip* self, bool loop, int direction, int loop_count);
CIMGUI_API void c_iam_clip_set_delay(iam_clip* self, float delay_seconds);
CIMGUI_API void c_iam_clip_set_stagger(iam_clip* self, int count, float each_delay, float from_center_bias);
// Timing variation per loop iteration
CIMGUI_API void c_iam_clip_set_duration_var(iam_clip* self, iam_variation_float* var);
CIMGUI_API void c_iam_clip_set_delay_var(iam_clip* self, iam_variation_float* var);
CIMGUI_API void c_iam_clip_set_timescale_var(iam_clip* self, iam_variation_float* var);
// Callbacks
CIMGUI_API void c_iam_clip_on_begin(iam_clip* self, iam_clip_callback cb, void* user);
CIMGUI_API void c_iam_clip_on_update(iam_clip* self, iam_clip_callback cb, void* user);
CIMGUI_API void c_iam_clip_on_complete(iam_clip* self, iam_clip_callback cb, void* user);
CIMGUI_API void c_iam_clip_end(iam_clip* self);
// ----------------------------------------------------
// iam_instance - playback control for a clip
// ----------------------------------------------------
// Playback control
CIMGUI_API void c_iam_instance_pause(iam_instance* self);
CIMGUI_API void c_iam_instance_resume(iam_instance* self);
CIMGUI_API void c_iam_instance_stop(iam_instance* self);
CIMGUI_API void c_iam_instance_destroy_playback(iam_instance* self);
CIMGUI_API void c_iam_instance_seek(iam_instance* self, float time);
CIMGUI_API void c_iam_instance_set_time_scale(iam_instance* self, float scale);
CIMGUI_API void c_iam_instance_set_weight(iam_instance* self, float weight);
// Animation chaining - play another clip when this one completes
CIMGUI_API void c_iam_instance_then(iam_instance* pOut, iam_instance* self, ImGuiID next_clip_id);
CIMGUI_API void c_iam_instance_then_id(iam_instance* pOut, iam_instance* self, ImGuiID next_clip_id, ImGuiID next_instance_id);
CIMGUI_API void c_iam_instance_then_delay(iam_instance* pOut, iam_instance* self, float delay);
// Query state
CIMGUI_API float c_iam_instance_time(iam_instance* self);
CIMGUI_API float c_iam_instance_duration(iam_instance* self);
CIMGUI_API bool c_iam_instance_is_playing(iam_instance* self);
CIMGUI_API bool c_iam_instance_is_paused(iam_instance* self);
// Get animated values
CIMGUI_API bool c_iam_instance_get_float(iam_instance* self, ImGuiID channel, float* out);
CIMGUI_API bool c_iam_instance_get_vec2(iam_instance* self, ImGuiID channel, ImVec2* out);
CIMGUI_API bool c_iam_instance_get_vec4(iam_instance* self, ImGuiID channel, ImVec4* out);
CIMGUI_API bool c_iam_instance_get_int(iam_instance* self, ImGuiID channel, int* out);
CIMGUI_API bool c_iam_instance_get_color(iam_instance* self, ImGuiID channel, ImVec4* out, int color_space);
// Check validity
CIMGUI_API bool c_iam_instance_valid(iam_instance* self);
// ----------------------------------------------------
// Clip System API
// ----------------------------------------------------
// Initialize/shutdown (optional - auto-init on first use)
CIMGUI_API void c_iam_clip_init(int initial_clip_cap, int initial_inst_cap);
CIMGUI_API void c_iam_clip_shutdown();
// c_Per-frame update (call after iam_update_begin_frame)
CIMGUI_API void c_iam_clip_update(float dt);
// Garbage collection for instances
CIMGUI_API void c_iam_clip_gc(unsigned int max_age_frames);
// Play a clip on an instance (creates or reuses instance)
CIMGUI_API void c_iam_play(iam_instance* pOut, ImGuiID clip_id, ImGuiID instance_id);
// c_Get an existing instance (returns invalid iam_instance if not found)
CIMGUI_API void c_iam_get_instance(iam_instance* pOut, ImGuiID instance_id);
// Query clip info
CIMGUI_API float c_iam_clip_duration(ImGuiID clip_id);
CIMGUI_API bool c_iam_clip_exists(ImGuiID clip_id);
// Stagger helpers - compute delay for indexed instances
CIMGUI_API float c_iam_stagger_delay(ImGuiID clip_id, int index);
CIMGUI_API void c_iam_play_stagger(iam_instance* pOut, ImGuiID clip_id, ImGuiID instance_id, int index);
// Layering support - blend multiple animation instances
CIMGUI_API void c_iam_layer_begin(ImGuiID instance_id);
CIMGUI_API void c_iam_layer_add(iam_instance* inst, float weight);
CIMGUI_API void c_iam_layer_end(ImGuiID instance_id);
CIMGUI_API bool c_iam_get_blended_float(ImGuiID instance_id, ImGuiID channel, float* out);
CIMGUI_API bool c_iam_get_blended_vec2(ImGuiID instance_id, ImGuiID channel, ImVec2* out);
CIMGUI_API bool c_iam_get_blended_vec4(ImGuiID instance_id, ImGuiID channel, ImVec4* out);
CIMGUI_API bool c_iam_get_blended_int(ImGuiID instance_id, ImGuiID channel, int* out);
// Persistence (optional)
CIMGUI_API iam_result c_iam_clip_save(ImGuiID clip_id, char const* path);
CIMGUI_API iam_result c_iam_clip_load(char const* path, ImGuiID* out_clip_id);