text: // ImGui library v1.45
  // Main code & documentation
  
  // See ImGui::ShowTestWindow() in imgui_demo.cpp for demo code.
  // Read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
  // Get latest version at https://github.com/ocornut/imgui
  // Releases change-log at https://github.com/ocornut/imgui/releases
  // Developed by Omar Cornut and ImGui contributors.
  
  /*
  
   Index
   - MISSION STATEMENT
   - END-USER GUIDE
   - PROGRAMMER GUIDE (read me!)
   - API BREAKING CHANGES (read me when you update!)
   - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
     - How do I update to a newer version of ImGui?
     - Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
     - Why is my text output blurry?
     - How can I load a different font than the default?
     - How can I load multiple fonts?
     - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
   - ISSUES & TODO-LIST
   - CODE
  
  
   MISSION STATEMENT
   =================
  
   - easy to use to create code-driven and data-driven tools
   - easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools
   - easy to hack and improve
   - minimize screen real-estate usage
   - minimize setup and maintenance
   - minimize state storage on user side
   - portable, minimize dependencies, run on target (consoles, phones, etc.)
   - efficient runtime (NB- we do allocate when "growing" content - creating a window / opening a tree node for the first time, etc. - but a typical frame won't allocate anything)
   - read about immediate-mode gui principles @ http://mollyrocket.com/861, http://mollyrocket.com/forums/index.html
  
   Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
   - doesn't look fancy, doesn't animate
   - limited layout features, intricate layouts are typically crafted in code
   - occasionally uses statically sized buffers for string manipulations - won't crash, but some very long pieces of text may be clipped. functions like ImGui::TextUnformatted() don't have such restriction.
  
  
   END-USER GUIDE
   ==============
  
   - double-click title bar to collapse window
   - click upper right corner to close a window, available when 'bool* p_opened' is passed to ImGui::Begin()
   - click and drag on lower right corner to resize window
   - click and drag on any empty space to move window
   - double-click/double-tap on lower right corner grip to auto-fit to content
   - TAB/SHIFT+TAB to cycle through keyboard editable fields
   - use mouse wheel to scroll
   - use CTRL+mouse wheel to zoom window contents (if IO.FontAllowScaling is true)
   - CTRL+Click on a slider or drag box to input value as text
   - text editor:
     - Hold SHIFT or use mouse to select text.
     - CTRL+Left/Right to word jump
     - CTRL+Shift+Left/Right to select words
     - CTRL+A our Double-Click to select all
     - CTRL+X,CTRL+C,CTRL+V to use OS clipboard
     - CTRL+Z,CTRL+Y to undo/redo
     - ESCAPE to revert text to its original value
     - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!)
  
  
   PROGRAMMER GUIDE
   ================
  
   - read the FAQ below this section!
   - your code creates the UI, if your code doesn't run the UI is gone! == very dynamic UI, no construction/destructions steps, less data retention on your side, no state duplication, less sync, less bugs.
   - call and read ImGui::ShowTestWindow() for demo code demonstrating most features.
   - see examples/ folder for standalone sample applications. e.g. examples/opengl_example/
   - customization: PushStyleColor()/PushStyleVar() or the style editor to tweak the look of the interface (e.g. if you want a more compact UI or a different color scheme).
  
   - getting started:
     - initialisation: call ImGui::GetIO() to retrieve the ImGuiIO structure and fill the 'Settings' data.
     - every frame:
        1/ in your mainloop or right after you got your keyboard/mouse info, call ImGui::GetIO() and fill the 'Input' data, then call ImGui::NewFrame().
        2/ use any ImGui function you want between NewFrame() and Render()
        3/ ImGui::Render() to render all the accumulated command-lists. it will call your RenderDrawListFn handler that you set in the IO structure.
     - all rendering information are stored into command-lists until ImGui::Render() is called.
     - ImGui never touches or know about your GPU state. the only function that knows about GPU is the RenderDrawListFn handler that you must provide.
     - effectively it means you can create widgets at any time in your code, regardless of "update" vs "render" considerations.
     - refer to the examples applications in the examples/ folder for instruction on how to setup your code.
     - a typical application skeleton may be:
  
          // Application init
          ImGuiIO& io = ImGui::GetIO();
          io.DisplaySize.x = 1920.0f;
          io.DisplaySize.y = 1280.0f;
          io.DeltaTime = 1.0f/60.0f;
          io.IniFilename = "imgui.ini";
          // TODO: Fill others settings of the io structure
  
          // Load texture
          unsigned char* pixels;
          int width, height, bytes_per_pixels;
          io.Fonts->GetTexDataAsRGBA32(pixels, &width, &height, &bytes_per_pixels);
          // TODO: copy texture to graphics memory.
          // TODO: store your texture pointer/identifier in 'io.Fonts->TexID'
  
          // Application main loop
          while (true)
          {
              // 1) get low-level input
              // e.g. on Win32, GetKeyboardState(), or poll your events, etc.
  
              // 2) TODO: fill all fields of IO structure and call NewFrame
              ImGuiIO& io = ImGui::GetIO();
              io.MousePos = mouse_pos;
              io.MouseDown[0] = mouse_button_0;
              io.KeysDown[i] = ...
              ImGui::NewFrame();
  
              // 3) most of your application code here - you can use any of ImGui::* functions at any point in the frame
              ImGui::Begin("My window");
              ImGui::Text("Hello, world.");
              ImGui::End();
              GameUpdate();
              GameRender();
  
              // 4) render & swap video buffers
              ImGui::Render();
              // swap video buffer, etc.
          }
  
     - after calling ImGui::NewFrame() you can read back flags from the IO structure  to tell how ImGui intends to use your inputs.
       When 'io.WantCaptureMouse' or 'io.WantCaptureKeyboard' flags are set you may want to discard/hide the inputs from the rest of your application.
       When 'io.WantInputsCharacters' is set to may want to notify your OS to popup an onscreen keyboard, if available.
  
  
   API BREAKING CHANGES
   ====================
  
   Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
   Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
   Also read releases logs https://github.com/ocornut/imgui/releases for more details.
  
   - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with position:
                         GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
                         GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
   - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
   - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
   - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
   - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
                         you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
   - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
                         this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
                       - if you are using a vanilla copy of one of the imgui_impl_XXXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
                       - the signature of the io.RenderDrawListsFn handler has changed!
                              ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
                         became:
                              ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
                                argument   'cmd_lists'        -> 'draw_data->CmdLists'
                                argument   'cmd_lists_count'  -> 'draw_data->CmdListsCount'
                                ImDrawList 'commands'         -> 'CmdBuffer'
                                ImDrawList 'vtx_buffer'       -> 'VtxBuffer'
                                ImDrawList  n/a               -> 'IdxBuffer' (new)
                                ImDrawCmd  'vtx_count'        -> 'ElemCount'
                                ImDrawCmd  'clip_rect'        -> 'ClipRect'
                                ImDrawCmd  'user_callback'    -> 'UserCallback'
                                ImDrawCmd  'texture_id'       -> 'TextureId'
                       - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
                       - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
                       - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
   - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
   - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
   - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
   - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
   - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry!
   - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
   - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
   - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
   - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "opened" state of a popup. BeginPopup() returns true if the popup is opened.
   - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
   - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function (will obsolete).
   - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
   - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
   - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
   - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function (will obsolete).
   - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
   - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function (will obsolete).
   - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth
   - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function (will obsolete).
   - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
   - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
   - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
   - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
   - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
   - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
   - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
                (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
                         this sequence:
                             const void* png_data;
                             unsigned int png_size;
                             ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
                             // <Copy to GPU>
                         became:
                             unsigned char* pixels;
                             int width, height;
                             io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
                             // <Copy to GPU>
                             io.Fonts->TexID = (your_texture_identifier);
                         you now have much more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
                         it is now recommended that you sample the font texture with bilinear interpolation.
                (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
                (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
                (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
   - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
   - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
   - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
   - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
   - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
   - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
   - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
   - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
   - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
   - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
   - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
  
  
   FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
   ======================================
  
   Q: How do I update to a newer version of ImGui?
   A: Overwrite the following files:
        imgui.cpp
        imgui.h
        imgui_demo.cpp
        imgui_draw.cpp
        imgui_internal.h
        stb_rect_pack.h
        stb_textedit.h
        stb_truetype.h
      Don't overwrite imconfig.h if you have modification to your copy.
      Check the "API BREAKING CHANGES" sections for a list of occasional API breaking changes. If you have a problem with a function, search for its name
      in the code, there will likely be a comment about it. Please report any issue to the GitHub page!
  
   Q: Can I have multiple widgets with the same label? Can I have widget without a label? (Yes)
   A: Yes. A primer on the use of labels/IDs in ImGui..
  
     - Elements that are not clickable, such as Text() items don't need an ID.
  
     - Interactive widgets require state to be carried over multiple frames (most typically ImGui often needs to remember what is the "active" widget).
       to do so they need an unique ID. unique ID are typically derived from a string label, an integer index or a pointer.
  
         Button("OK");        // Label = "OK",     ID = hash of "OK"
         Button("Cancel");    // Label = "Cancel", ID = hash of "Cancel"
  
     - ID are uniquely scoped within windows, tree nodes, etc. so no conflict can happen if you have two buttons called "OK" in two different windows
       or in two different locations of a tree.
  
     - if you have a same ID twice in the same location, you'll have a conflict:
  
         Button("OK");
         Button("OK");           // ID collision! Both buttons will be treated as the same.
  
       Fear not! this is easy to solve and there are many ways to solve it!
  
     - when passing a label you can optionally specify extra unique ID information within string itself. This helps solving the simpler collision cases.
       use "##" to pass a complement to the ID that won't be visible to the end-user:
  
         Button("Play##0");      // Label = "Play",   ID = hash of "Play##0"
         Button("Play##1");      // Label = "Play",   ID = hash of "Play##1" (different from above)
  
     - so if you want to hide the label but need an ID:
  
         Checkbox("##On", &b);   // Label = "",       ID = hash of "##On"
  
     - occasionally (rarely) you might want change a label while preserving a constant ID. This allows you to animate labels.
       use "###" to pass a label that isn't part of ID:
  
         Button("Hello###ID";   // Label = "Hello",  ID = hash of "ID"
         Button("World###ID";   // Label = "World",  ID = hash of "ID" (same as above)
  
     - use PushID() / PopID() to create scopes and avoid ID conflicts within the same Window.
       this is the most convenient way of distinguish ID if you are iterating and creating many UI elements.
       you can push a pointer, a string or an integer value. remember that ID are formed from the addition of everything in the ID stack!
  
         for (int i = 0; i < 100; i++)
         {
           PushID(i);
           Button("Click");   // Label = "Click",  ID = hash of integer + "label" (unique)
           PopID();
         }
  
         for (int i = 0; i < 100; i++)
         {
           MyObject* obj = Objects[i];
           PushID(obj);
           Button("Click");   // Label = "Click",  ID = hash of pointer + "label" (unique)
           PopID();
         }
  
         for (int i = 0; i < 100; i++)
         {
           MyObject* obj = Objects[i];
           PushID(obj->Name);
           Button("Click");   // Label = "Click",  ID = hash of string + "label" (unique)
           PopID();
         }
  
     - more example showing that you can stack multiple prefixes into the ID stack:
  
         Button("Click");     // Label = "Click",  ID = hash of "Click"
         PushID("node");
         Button("Click");     // Label = "Click",  ID = hash of "node" + "Click"
           PushID(my_ptr);
             Button("Click"); // Label = "Click",  ID = hash of "node" + ptr + "Click"
           PopID();
         PopID();
  
     - tree nodes implicitly creates a scope for you by calling PushID().
  
         Button("Click");     // Label = "Click",  ID = hash of "Click"
         if (TreeNode("node"))
         {
           Button("Click");   // Label = "Click",  ID = hash of "node" + "Click"
           TreePop();
         }
  
     - when working with trees, ID are used to preserve the opened/closed state of each tree node.
       depending on your use cases you may want to use strings, indices or pointers as ID.
        e.g. when displaying a single object that may change over time (1-1 relationship), using a static string as ID will preserve your node open/closed state when the targeted object change.
        e.g. when displaying a list of objects, using indices or pointers as ID will preserve the node open/closed state differently. experiment and see what makes more sense!
  
   Q: Why is my text output blurry?
   A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
  
   Q: How can I load a different font than the default? (default is an embedded version of ProggyClean.ttf, rendered at size 13)
   A: Use the font atlas to load the TTF file you want:
  
        io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
        io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
  
   Q: How can I load multiple fonts?
   A: Use the font atlas to pack them into a single texture:
  
        ImFont* font0 = io.Fonts->AddFontDefault();
        ImFont* font1 = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
        ImFont* font2 = io.Fonts->AddFontFromFileTTF("myfontfile2.ttf", size_in_pixels);
        io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
        // the first loaded font gets used by default
        // use ImGui::PushFont()/ImGui::PopFont() to change the font at runtime
  
        // Options
        ImFontConfig config;
        config.OversampleH = 3;
        config.OversampleV = 3;
        config.GlyphExtraSpacing.x = 1.0f;
        io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config);
  
        // Combine multiple fonts into one
        ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
        ImFontConfig config;
        config.MergeMode = true;
        io.Fonts->AddFontDefault();
        io.Fonts->LoadFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges);
        io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese());
  
      Read extra_fonts/README.txt or ImFontAtlas class for more details.
  
   Q: How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
   A: When loading a font, pass custom Unicode ranges to specify the glyphs to load. ImGui will support UTF-8 encoding across the board.
      Character input depends on you passing the right character code to io.AddInputCharacter(). The example applications do that.
  
        io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());  // Load Japanese characters
        io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
        io.ImeWindowHandle = MY_HWND;      // To input using Microsoft IME, give ImGui the hwnd of your application
  
   - tip: the construct 'IMGUI_ONCE_UPON_A_FRAME { ... }' will run the block of code only once a frame. You can use it to quickly add custom UI in the middle of a deep nested inner loop in your code.
   - tip: you can create widgets without a Begin()/End() block, they will go in an implicit window called "Debug"
   - tip: you can call Begin() multiple times with the same name during the same frame, it will keep appending to the same window. this is also useful to set yourself in the context of a window (to get/set other settings)
   - tip: you can call Render() multiple times (e.g for VR renders).
   - tip: call and read the ShowTestWindow() code for more example of how to use ImGui!
  
  
   ISSUES & TODO-LIST
   ==================
   Issue numbers (#) refer to github issues.
   The list below consist mostly of notes of things to do before they are requested/discussed by users (at that point it usually happens on the github)
  
   - window: autofit feedback loop when user relies on any dynamic layout (window width multiplier, column). maybe just clearly drop manual autofit?
   - window: add a way for very transient windows (non-saved, temporary overlay over hundreds of objects) to "clean" up from the global window list.
   - window: allow resizing of child windows (possibly given min/max for each axis?)
   - window: background options for child windows, border option (disable rounding)
   - window: resizing from any sides? + mouse cursor directives for app.
   - window: get size/pos helpers given names (see discussion in #249)
   - window: a collapsed window can be stuck behind the main menu bar?
  !- scrolling: allow immediately effective change of scroll if we haven't appended items yet
   - widgets: display mode: widget-label, label-widget (aligned on column or using fixed size), label-newline-tab-widget etc.
   - widgets: clean up widgets internal toward exposing everything.
   - widgets: add a disabled/read-only mode (#211)
   - main: considering adding EndFrame()/Init(). some constructs are awkward in the implementation because of the lack of them.
   - main: IsItemHovered() make it more consistent for various type of widgets, widgets with multiple components, etc. also effectively IsHovered() region sometimes differs from hot region, e.g tree nodes
   - main: IsItemHovered() info stored in a stack? so that 'if TreeNode() { Text; TreePop; } if IsHovered' return the hover state of the TreeNode?
   - input text: add ImGuiInputTextFlags_EnterToApply? (off #218)
   - input text multi-line: way to dynamically grow the buffer without forcing the user to initially allocate for worse case (follow up on #200)
   - input text multi-line: line numbers? status bar? (follow up on #200)
   - input text: read-only mode (can still select/copy, always display input buffer)
   - input number: optional range min/max for Input*() functions
   - input number: holding [-]/[+] buttons could increase the step speed non-linearly (or user-controlled)
   - input number: use mouse wheel to step up/down
   - input number: applying arithmetics ops (+,-,*,/) messes up with text edit undo stack.
   - text: proper alignment options
   - layout: horizontal layout helper (#97)
   - layout: more generic alignment state (left/right/centered) for single items?
   - layout: clean up the InputFloatN/SliderFloatN/ColorEdit4 layout code. item width should include frame padding.
   - columns: separator function or parameter that works within the column (currently Separator() bypass all columns) (#125)
   - columns: declare column set (each column: fixed size, %, fill, distribute default size among fills) (#125)
   - columns: columns header to act as button (~sort op) and allow resize/reorder (#125)
   - columns: user specify columns size (#125)
   - popup: border options. richer api like BeginChild() perhaps? (#197)
   - combo: sparse combo boxes (via function call?)
   - combo: contents should extends to fit label if combo widget is small
   - combo/listbox: keyboard control. need InputText-like non-active focus + key handling. considering keybord for custom listbox (pr #203)
   - listbox: multiple selection
   - listbox: user may want to initial scroll to focus on the one selected value?
   - listbox: keyboard navigation.
   - listbox: scrolling should track modified selection.
   - menus: local shortcuts, global shortcuts (#126)
   - menus: icons
   - menus: menubars: some sort of priority / effect of main menu-bar on desktop size?
   - tabs
   - separator: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y)
   - gauge: various forms of gauge/loading bars widgets
   - color: add a better color picker (perhaps a popup).
   - plot: plotlines should use the polygon-stroke facilities (currently issues with averaging normals)
   - plot: make it easier for user to draw extra stuff into the graph (e.g: draw basis, highlight certain points, 2d plots, multiple plots)
   - plot: "smooth" automatic scale over time, user give an input 0.0(full user scale) 1.0(full derived from value)
   - plot: add a helper e.g. Plot(char* label, float value, float time_span=2.0f) that stores values and Plot them for you - probably another function name. and/or automatically allow to plot ANY displayed value (more reliance on stable ID)
   - file selection widget -> build the tool in our codebase to improve model-dialog idioms
   - slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
   - slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar).
   - slider: add dragging-based widgets to edit values with mouse (on 2 axises), saving screen real-estate.
   - slider: tint background based on value (e.g. v_min -> v_max, or use 0.0f either side of the sign)
   - slider & drag: int data passing through a float
   - drag float: up/down axis
   - text edit: clean up the mess caused by converting UTF-8 <> wchar. the code is rather inefficient right now.
   - text edit: centered text for slider as input text so it matches typical positioning.
   - text edit: flag to disable live update of the user buffer.
   - text edit: field resize behavior - field could stretch when being edited? hover tooltip shows more text?
   - tree: add treenode/treepush int variants? because (void*) cast from int warns on some platforms/settings
   - textwrapped: figure out better way to use TextWrapped() in an always auto-resize context (tooltip, etc.) (git issue #249)
   - settings: write more decent code to allow saving/loading new fields
   - settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file
   - style: store rounded corners in texture to use 1 quad per corner (filled and wireframe). so rounding have minor cost.
   - style: colorbox not always square?
   - text: simple markup language for color change?
   - log: LogButtons() options for specifying depth and/or hiding depth slider
   - log: have more control over the log scope (e.g. stop logging when leaving current tree node scope)
   - log: be able to log anything (e.g. right-click on a window/tree-node, shows context menu? log into tty/file/clipboard)
   - log: let user copy any window content to clipboard easily (CTRL+C on windows? while moving it? context menu?). code is commented because it fails with multiple Begin/End pairs.
   - filters: set a current filter that tree node can automatically query to hide themselves
   - filters: handle wildcards (with implicit leading/trailing *), regexps
   - shortcuts: add a shortcut api, e.g. parse "&Save" and/or "Save (CTRL+S)", pass in to widgets or provide simple ways to use (button=activate, input=focus)
  !- keyboard: tooltip & combo boxes are messing up / not honoring keyboard tabbing
   - keyboard: full keyboard navigation and focus.
   - focus: SetKeyboardFocusHere() on with >= 0 offset could be done on same frame (else latch and modulate on beginning of next frame)
   - input: rework IO to be able to pass actual events to fix temporal aliasing issues.
   - input: support track pad style scrolling & slider edit.
   - memory: add a way to discard allocs of unused/transient windows. with the current architecture new windows (including popup, opened combos, listbox) perform at least 3 allocs.
   - misc: provide a way to compile out the entire implementation while providing a dummy API (e.g. #define IMGUI_DUMMY_IMPL)
   - misc: double-clicking on title bar to minimize isn't consistent, perhaps move to single-click on left-most collapse icon?
   - style editor: have a more global HSV setter (e.g. alter hue on all elements). consider replacing active/hovered by offset in HSV space?
   - style editor: color child window height expressed in multiple of line height.
   - optimization/render: merge command-lists with same clip-rect into one even if they aren't sequential? (as long as in-between clip rectangle don't overlap)?
   - optimization: turn some the various stack vectors into statically-sized arrays
   - optimization: better clipping for multi-component widgets
  */
  
  #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  #define _CRT_SECURE_NO_WARNINGS
  #endif
  
  #include "imgui.h"
  #define IMGUI_DEFINE_MATH_OPERATORS
  #include "imgui_internal.h"
  
  #include <ctype.h>      // toupper, isprint
  #include <math.h>       // sqrtf, fabsf, fmodf, powf, cosf, sinf, floorf, ceilf
  #include <stdio.h>      // vsnprintf, sscanf, printf
  #include <new>          // new (ptr)
  #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
  #include <stddef.h>     // intptr_t
  #else
  #include <stdint.h>     // intptr_t
  #endif
  
  #ifdef _MSC_VER
  #pragma warning (disable: 4127) // condition expression is constant
  #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
  #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
  #define snprintf _snprintf
  #endif
  
  // Clang warnings with -Weverything
  #ifdef __clang__
  #pragma clang diagnostic ignored "-Wold-style-cast"         // warning : use of old-style cast                              // yes, they are more terse.
  #pragma clang diagnostic ignored "-Wfloat-equal"            // warning : comparing floating point with == or != is unsafe   // storing and comparing against same constants ok.
  #pragma clang diagnostic ignored "-Wformat-nonliteral"      // warning : format string is not a string literal              // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
  #pragma clang diagnostic ignored "-Wexit-time-destructors"  // warning : declaration requires an exit-time destructor       // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
  #pragma clang diagnostic ignored "-Wglobal-constructors"    // warning : declaration requires a global destructor           // similar to above, not sure what the exact difference it.
  #pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion changes signedness             //
  #pragma clang diagnostic ignored "-Wmissing-noreturn"       // warning : function xx could be declared with attribute 'noreturn' warning    // GetDefaultFontData() asserts which some implementation makes it never return.
  #pragma clang diagnostic ignored "-Wdeprecated-declarations"// warning : 'xx' is deprecated: The POSIX name for this item.. // for strdup used in demo code (so user can copy & paste the code)
  #pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
  #endif
  #ifdef __GNUC__
  #pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
  #pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
  #endif
  
  //-------------------------------------------------------------------------
  // Forward Declarations
  //-------------------------------------------------------------------------
  
  static void             LogRenderedText(const ImVec2& ref_pos, const char* text, const char* text_end = NULL);
  static const char*      FindTextDisplayEnd(const char* text, const char* text_end = NULL);
  
  static void             PushMultiItemsWidths(int components, float w_full = 0.0f);
  static float            GetDraggedColumnOffset(int column_index);
  
  static bool             IsKeyPressedMap(ImGuiKey key, bool repeat = true);
  
  static void             SetCurrentFont(ImFont* font);
  static void             SetCurrentWindow(ImGuiWindow* window);
  static void             SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
  static void             SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond);
  static void             SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiSetCond cond);
  static void             SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiSetCond cond);
  static ImGuiWindow*     FindWindowByName(const char* name);
  static ImGuiWindow*     FindHoveredWindow(ImVec2 pos, bool excluding_childs);
  static ImGuiWindow*     CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
  static inline bool      IsWindowContentHoverable(ImGuiWindow* window);
  static void             ClearSetNextWindowData();
  static void             CheckStacksSize(ImGuiWindow* window, bool write);
  static void             Scrollbar(ImGuiWindow* window, bool horizontal);
  static bool             CloseWindowButton(bool* p_opened);
  
  static void             AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list);
  static void             AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window);
  static void             AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window);
  
  static ImGuiIniData*    FindWindowSettings(const char* name);
  static ImGuiIniData*    AddWindowSettings(const char* name);
  static void             LoadSettings();
  static void             SaveSettings();
  static void             MarkSettingsDirty();
  
  static void             PushClipRect(const ImRect& clip_rect, bool clipped_by_current = true);
  static void             PushColumnClipRect(int column_index = -1);
  static void             PopClipRect();
  static ImRect           GetVisibleRect();
  
  static bool             BeginPopupEx(const char* str_id, ImGuiWindowFlags extra_flags);
  static void             CloseInactivePopups();
  static void             ClosePopupToLevel(int remaining);
  static void             ClosePopup(ImGuiID id);
  static bool             IsPopupOpen(ImGuiID id);
  static ImGuiWindow*     GetFrontMostModalRootWindow();
  static ImVec2           FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner);
  
  static bool             InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
  static int              InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
  static ImVec2           InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
  
  static inline void      DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size);
  static inline void      DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size);
  static void             DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2);
  static void             DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format);
  
  //-----------------------------------------------------------------------------
  // Platform dependent default implementations
  //-----------------------------------------------------------------------------
  
  static const char*      GetClipboardTextFn_DefaultImpl();
  static void             SetClipboardTextFn_DefaultImpl(const char* text);
  static void             ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
  
  //-----------------------------------------------------------------------------
  // Context
  //-----------------------------------------------------------------------------
  
  // We access everything through this pointer (always assumed to be != NULL)
  // You can swap the pointer to a different context by calling ImGui::SetInternalState()
  static ImGuiState       GImDefaultState;
  ImGuiState*             GImGui = &GImDefaultState;
  
  // Statically allocated default font atlas. This is merely a maneuver to keep ImFontAtlas definition at the bottom of the .h file (otherwise it'd be inside ImGuiIO)
  // Also we wouldn't be able to new() one at this point, before users may define IO.MemAllocFn.
  static ImFontAtlas      GImDefaultFontAtlas;
  
  //-----------------------------------------------------------------------------
  // User facing structures
  //-----------------------------------------------------------------------------
  
  ImGuiStyle::ImGuiStyle()
  {
      Alpha                   = 1.0f;             // Global alpha applies to everything in ImGui
      WindowPadding           = ImVec2(8,8);      // Padding within a window
      WindowMinSize           = ImVec2(32,32);    // Minimum window size
      WindowRounding          = 9.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows
      WindowTitleAlign        = ImGuiAlign_Left;  // Alignment for title bar text
      ChildWindowRounding     = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular windows
      FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
      FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
      ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
      ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
      TouchExtraPadding       = ImVec2(0,0);      // 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!
      WindowFillAlphaDefault  = 0.70f;            // Default alpha of window background, if not specified in ImGui::Begin()
      IndentSpacing           = 22.0f;            // Horizontal spacing when e.g. entering a tree node
      ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns
      ScrollbarSize           = 16.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
      ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
      GrabMinSize             = 10.0f;            // Minimum width/height of a grab box for slider/scrollbar
      GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
      DisplayWindowPadding    = ImVec2(22,22);    // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
      DisplaySafeAreaPadding  = ImVec2(4,4);      // 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.
      AntiAliasedLines        = true;             // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
      AntiAliasedShapes       = true;             // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
      CurveTessellationTol    = 1.25f;            // Tessellation tolerance. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
  
      Colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
      Colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
      Colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
      Colors[ImGuiCol_ChildWindowBg]          = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
      Colors[ImGuiCol_Border]                 = ImVec4(0.70f, 0.70f, 0.70f, 0.65f);
      Colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
      Colors[ImGuiCol_FrameBg]                = ImVec4(0.80f, 0.80f, 0.80f, 0.30f);   // Background of checkbox, radio button, plot, slider, text input
      Colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.90f, 0.80f, 0.80f, 0.40f);
      Colors[ImGuiCol_FrameBgActive]          = ImVec4(0.90f, 0.65f, 0.65f, 0.45f);
      Colors[ImGuiCol_TitleBg]                = ImVec4(0.50f, 0.50f, 1.00f, 0.45f);
      Colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
      Colors[ImGuiCol_TitleBgActive]          = ImVec4(0.50f, 0.50f, 1.00f, 0.55f);
      Colors[ImGuiCol_MenuBarBg]              = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
      Colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.40f, 0.40f, 0.80f, 0.15f);
      Colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
      Colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
      Colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.80f, 0.50f, 0.50f, 0.40f);
      Colors[ImGuiCol_ComboBg]                = ImVec4(0.20f, 0.20f, 0.20f, 0.99f);
      Colors[ImGuiCol_CheckMark]              = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
      Colors[ImGuiCol_SliderGrab]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
      Colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
      Colors[ImGuiCol_Button]                 = ImVec4(0.67f, 0.40f, 0.40f, 0.60f);
      Colors[ImGuiCol_ButtonHovered]          = ImVec4(0.67f, 0.40f, 0.40f, 1.00f);
      Colors[ImGuiCol_ButtonActive]           = ImVec4(0.80f, 0.50f, 0.50f, 1.00f);
      Colors[ImGuiCol_Header]                 = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
      Colors[ImGuiCol_HeaderHovered]          = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
      Colors[ImGuiCol_HeaderActive]           = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
      Colors[ImGuiCol_Column]                 = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
      Colors[ImGuiCol_ColumnHovered]          = ImVec4(0.70f, 0.60f, 0.60f, 1.00f);
      Colors[ImGuiCol_ColumnActive]           = ImVec4(0.90f, 0.70f, 0.70f, 1.00f);
      Colors[ImGuiCol_ResizeGrip]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
      Colors[ImGuiCol_ResizeGripHovered]      = ImVec4(1.00f, 1.00f, 1.00f, 0.60f);
      Colors[ImGuiCol_ResizeGripActive]       = ImVec4(1.00f, 1.00f, 1.00f, 0.90f);
      Colors[ImGuiCol_CloseButton]            = ImVec4(0.50f, 0.50f, 0.90f, 0.50f);
      Colors[ImGuiCol_CloseButtonHovered]     = ImVec4(0.70f, 0.70f, 0.90f, 0.60f);
      Colors[ImGuiCol_CloseButtonActive]      = ImVec4(0.70f, 0.70f, 0.70f, 1.00f);
      Colors[ImGuiCol_PlotLines]              = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
      Colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
      Colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
      Colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
      Colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
      Colors[ImGuiCol_TooltipBg]              = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
      Colors[ImGuiCol_ModalWindowDarkening]   = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
  }
  
  ImGuiIO::ImGuiIO()
  {
      // Most fields are initialized with zero
      memset(this, 0, sizeof(*this));
  
      DisplaySize = ImVec2(-1.0f, -1.0f);
      DeltaTime = 1.0f/60.0f;
      IniSavingRate = 5.0f;
      IniFilename = "imgui.ini";
      LogFilename = "imgui_log.txt";
      Fonts = &GImDefaultFontAtlas;
      FontGlobalScale = 1.0f;
      DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
      MousePos = ImVec2(-1,-1);
      MousePosPrev = ImVec2(-1,-1);
      MouseDoubleClickTime = 0.30f;
      MouseDoubleClickMaxDist = 6.0f;
      MouseDragThreshold = 6.0f;
      for (int i = 0; i < ImGuiKey_COUNT; i++)
          KeyMap[i] = -1;
      KeyRepeatDelay = 0.250f;
      KeyRepeatRate = 0.050f;
      UserData = NULL;
  
      // User functions
      RenderDrawListsFn = NULL;
      MemAllocFn = malloc;
      MemFreeFn = free;
      GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;   // Platform dependent default implementations
      SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
      ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
  }
  
  // Pass in translated ASCII characters for text input.
  // - with glfw you can get those from the callback set in glfwSetCharCallback()
  // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
  void ImGuiIO::AddInputCharacter(ImWchar c)
  {
      const int n = ImStrlenW(InputCharacters);
      if (n + 1 < IM_ARRAYSIZE(InputCharacters))
      {
          InputCharacters[n] = c;
          InputCharacters[n+1] = '\0';
      }
  }
  
  void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
  {
      // We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more
      const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar);
      ImWchar wchars[wchars_buf_len];
      ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL);
      for (int i = 0; wchars[i] != 0 && i < wchars_buf_len; i++)
          AddInputCharacter(wchars[i]);
  }
  
  //-----------------------------------------------------------------------------
  // HELPERS
  //-----------------------------------------------------------------------------
  
  #define IM_INT_MIN  (-2147483647-1)
  #define IM_INT_MAX  (2147483647)
  
  // Play it nice with Windows users. Notepad in 2015 still doesn't display text data with Unix-style \n.
  #ifdef _WIN32
  #define IM_NEWLINE "\r\n"
  #else
  #define IM_NEWLINE "\n"
  #endif
  
  bool ImIsPointInTriangle(const ImVec2& p, const ImVec2& a, const ImVec2& b, const ImVec2& c)
  {
      bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
      bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
      bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
      return ((b1 == b2) && (b2 == b3));
  }
  
  int ImStricmp(const char* str1, const char* str2)
  {
      int d;
      while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
      return d;
  }
  
  int ImStrnicmp(const char* str1, const char* str2, int count)
  {
      int d = 0;
      while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
      return d;
  }
  
  char* ImStrdup(const char *str)
  {
      char *buff = (char*)ImGui::MemAlloc(strlen(str) + 1);
      IM_ASSERT(buff);
      strcpy(buff, str);
      return buff;
  }
  
  int ImStrlenW(const ImWchar* str)
  {
      int n = 0;
      while (*str++) n++;
      return n;
  }
  
  const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
  {
      while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
          buf_mid_line--;
      return buf_mid_line;
  }
  
  const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
  {
      if (!needle_end)
          needle_end = needle + strlen(needle);
  
      const char un0 = (char)toupper(*needle);
      while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
      {
          if (toupper(*haystack) == un0)
          {
              const char* b = needle + 1;
              for (const char* a = haystack + 1; b < needle_end; a++, b++)
                  if (toupper(*a) != toupper(*b))
                      break;
              if (b == needle_end)
                  return haystack;
          }
          haystack++;
      }
      return NULL;
  }
  
  int ImFormatString(char* buf, int buf_size, const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      int w = vsnprintf(buf, buf_size, fmt, args);
      va_end(args);
      buf[buf_size-1] = 0;
      return (w == -1) ? buf_size : w;
  }
  
  int ImFormatStringV(char* buf, int buf_size, const char* fmt, va_list args)
  {
      int w = vsnprintf(buf, buf_size, fmt, args);
      buf[buf_size-1] = 0;
      return (w == -1) ? buf_size : w;
  }
  
  // Pass data_size==0 for zero-terminated strings
  // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
  ImU32 ImHash(const void* data, int data_size, ImU32 seed)
  {
      static ImU32 crc32_lut[256] = { 0 };
      if (!crc32_lut[1])
      {
          const ImU32 polynomial = 0xEDB88320;
          for (ImU32 i = 0; i < 256; i++)
          {
              ImU32 crc = i;
              for (ImU32 j = 0; j < 8; j++)
                  crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial);
              crc32_lut[i] = crc;
          }
      }
  
      seed = ~seed;
      ImU32 crc = seed;
      const unsigned char* current = (const unsigned char*)data;
  
      if (data_size > 0)
      {
          // Known size
          while (data_size--)
              crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++];
      }
      else
      {
          // Zero-terminated string
          while (unsigned char c = *current++)
          {
              // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
              // Because this syntax is rarely used we are optimizing for the common case.
              // - If we reach ### in the string we discard the hash so far and reset to the seed.
              // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller.
              if (c == '#' && current[0] == '#' && current[1] == '#')
                  crc = seed;
  
              crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
          }
      }
      return ~crc;
  }
  
  //-----------------------------------------------------------------------------
  // ImText* helpers
  //-----------------------------------------------------------------------------
  
  // Convert UTF-8 to 32-bits character, process single character input.
  // Based on stb_from_utf8() from github.com/nothings/stb/
  // We handle UTF-8 decoding error by skipping forward.
  int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
  {
      unsigned int c = (unsigned int)-1;
      const unsigned char* str = (const unsigned char*)in_text;
      if (!(*str & 0x80))
      {
          c = (unsigned int)(*str++);
          *out_char = c;
          return 1;
      }
      if ((*str & 0xe0) == 0xc0)
      {
          *out_char = 0xFFFD; // will be invalid but not end of string
          if (in_text_end && in_text_end - (const char*)str < 2) return 0;
          if (*str < 0xc2) return 2;
          c = (unsigned int)((*str++ & 0x1f) << 6);
          if ((*str & 0xc0) != 0x80) return 2;
          c += (*str++ & 0x3f);
          *out_char = c;
          return 2;
      }
      if ((*str & 0xf0) == 0xe0)
      {
          *out_char = 0xFFFD; // will be invalid but not end of string
          if (in_text_end && in_text_end - (const char*)str < 3) return 0; 
          if (*str == 0xe0 && (str[1] < 0xa0 || str[1] > 0xbf)) return 3;
          if (*str == 0xed && str[1] > 0x9f) return 3; // str[1] < 0x80 is checked below
          c = (unsigned int)((*str++ & 0x0f) << 12);
          if ((*str & 0xc0) != 0x80) return 3;
          c += (unsigned int)((*str++ & 0x3f) << 6);
          if ((*str & 0xc0) != 0x80) return 3;
          c += (*str++ & 0x3f);
          *out_char = c;
          return 3;
      }
      if ((*str & 0xf8) == 0xf0)
      {
          *out_char = 0xFFFD; // will be invalid but not end of string
          if (in_text_end && in_text_end - (const char*)str < 4) return 0;
          if (*str > 0xf4) return 4;
          if (*str == 0xf0 && (str[1] < 0x90 || str[1] > 0xbf)) return 4;
          if (*str == 0xf4 && str[1] > 0x8f) return 4; // str[1] < 0x80 is checked below
          c = (unsigned int)((*str++ & 0x07) << 18);
          if ((*str & 0xc0) != 0x80) return 4;
          c += (unsigned int)((*str++ & 0x3f) << 12);
          if ((*str & 0xc0) != 0x80) return 4;
          c += (unsigned int)((*str++ & 0x3f) << 6);
          if ((*str & 0xc0) != 0x80) return 4;
          c += (*str++ & 0x3f);
          // utf-8 encodings of values used in surrogate pairs are invalid
          if ((c & 0xFFFFF800) == 0xD800) return 4;
          *out_char = c;
          return 4;
      }
      *out_char = 0;
      return 0;
  }
  
  int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
  {
      ImWchar* buf_out = buf;
      ImWchar* buf_end = buf + buf_size;
      while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)
      {
          unsigned int c;
          in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
          if (c == 0)
              break;
          if (c < 0x10000)    // FIXME: Losing characters that don't fit in 2 bytes
              *buf_out++ = (ImWchar)c;
      }
      *buf_out = 0;
      if (in_text_remaining)
          *in_text_remaining = in_text;
      return (int)(buf_out - buf);
  }
  
  int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
  {
      int char_count = 0;
      while ((!in_text_end || in_text < in_text_end) && *in_text)
      {
          unsigned int c;
          in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
          if (c == 0)
              break;
          if (c < 0x10000)
              char_count++;
      }
      return char_count;
  }
  
  // Based on stb_to_utf8() from github.com/nothings/stb/
  static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c)
  {
      if (c < 0x80)
      {
          buf[0] = (char)c;
          return 1;
      }
      if (c < 0x800)
      {
          if (buf_size < 2) return 0;
          buf[0] = (char)(0xc0 + (c >> 6));
          buf[1] = (char)(0x80 + (c & 0x3f));
          return 2;
      }
      if (c >= 0xdc00 && c < 0xe000)
      {
          return 0;
      }
      if (c >= 0xd800 && c < 0xdc00)
      {
          if (buf_size < 4) return 0;
          buf[0] = (char)(0xf0 + (c >> 18));
          buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
          buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
          buf[3] = (char)(0x80 + ((c ) & 0x3f));
          return 4;
      }
      //else if (c < 0x10000)
      {
          if (buf_size < 3) return 0;
          buf[0] = (char)(0xe0 + (c >> 12));
          buf[1] = (char)(0x80 + ((c>> 6) & 0x3f));
          buf[2] = (char)(0x80 + ((c ) & 0x3f));
          return 3;
      }
  }
  
  static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
  {
      if (c < 0x80) return 1;
      if (c < 0x800) return 2;
      if (c >= 0xdc00 && c < 0xe000) return 0;
      if (c >= 0xd800 && c < 0xdc00) return 4;
      return 3;
  }
  
  int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
  {
      char* buf_out = buf;
      const char* buf_end = buf + buf_size;
      while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text)
      {
          unsigned int c = (unsigned int)(*in_text++);
          if (c < 0x80)
              *buf_out++ = (char)c;
          else
              buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c);
      }
      *buf_out = 0;
      return (int)(buf_out - buf);
  }
  
  int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
  {
      int bytes_count = 0;
      while ((!in_text_end || in_text < in_text_end) && *in_text)
      {
          unsigned int c = (unsigned int)(*in_text++);
          if (c < 0x80)
              bytes_count++;
          else
              bytes_count += ImTextCountUtf8BytesFromChar(c);
      }
      return bytes_count;
  }
  
  ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
  {
      float s = 1.0f/255.0f;
      return ImVec4((in & 0xFF) * s, ((in >> 8) & 0xFF) * s, ((in >> 16) & 0xFF) * s, (in >> 24) * s);
  }
  
  ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
  {
      ImU32 out  = ((ImU32)(ImSaturate(in.x)*255.f));
      out |= ((ImU32)(ImSaturate(in.y)*255.f) << 8);
      out |= ((ImU32)(ImSaturate(in.z)*255.f) << 16);
      out |= ((ImU32)(ImSaturate(in.w)*255.f) << 24);
      return out;
  }
  
  // Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
  // Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
  void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
  {
      float K = 0.f;
      if (g < b)
      {
          const float tmp = g; g = b; b = tmp;
          K = -1.f;
      }
      if (r < g)
      {
          const float tmp = r; r = g; g = tmp;
          K = -2.f / 6.f - K;
      }
  
      const float chroma = r - (g < b ? g : b);
      out_h = fabsf(K + (g - b) / (6.f * chroma + 1e-20f));
      out_s = chroma / (r + 1e-20f);
      out_v = r;
  }
  
  // Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
  // also http://en.wikipedia.org/wiki/HSL_and_HSV
  void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
  {
      if (s == 0.0f)
      {
          // gray
          out_r = out_g = out_b = v;
          return;
      }
  
      h = fmodf(h, 1.0f) / (60.0f/360.0f);
      int   i = (int)h;
      float f = h - (float)i;
      float p = v * (1.0f - s);
      float q = v * (1.0f - s * f);
      float t = v * (1.0f - s * (1.0f - f));
  
      switch (i)
      {
      case 0: out_r = v; out_g = t; out_b = p; break;
      case 1: out_r = q; out_g = v; out_b = p; break;
      case 2: out_r = p; out_g = v; out_b = t; break;
      case 3: out_r = p; out_g = q; out_b = v; break;
      case 4: out_r = t; out_g = p; out_b = v; break;
      case 5: default: out_r = v; out_g = p; out_b = q; break;
      }
  }
  
  // Load file content into memory
  // Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()
  bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, int* out_file_size, int padding_bytes)
  {
      IM_ASSERT(filename && file_open_mode && out_file_data && out_file_size);
      *out_file_data = NULL;
      *out_file_size = 0;
  
      FILE* f;
      if ((f = fopen(filename, file_open_mode)) == NULL)
          return false;
  
      long file_size_signed;
      if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
      {
          fclose(f);
          return false;
      }
  
      int file_size = (int)file_size_signed;
      void* file_data = ImGui::MemAlloc(file_size + padding_bytes);
      if (file_data == NULL)
      {
          fclose(f);
          return false;
      }
      if (fread(file_data, 1, (size_t)file_size, f) != (size_t)file_size)
      {
          fclose(f);
          ImGui::MemFree(file_data);
          return false;
      }
      if (padding_bytes > 0)
          memset((void *)(((char*)file_data) + file_size), 0, padding_bytes);
  
      fclose(f);
      *out_file_data = file_data;
      if (out_file_size)
          *out_file_size = file_size;
  
      return true;
  }
  
  //-----------------------------------------------------------------------------
  // ImGuiStorage
  //-----------------------------------------------------------------------------
  
  // Helper: Key->value storage
  void ImGuiStorage::Clear()
  {
      Data.clear();
  }
  
  // std::lower_bound but without the bullshit
  static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImU32 key)
  {
      ImVector<ImGuiStorage::Pair>::iterator first = data.begin();
      ImVector<ImGuiStorage::Pair>::iterator last = data.end();
      int count = (int)(last - first);
      while (count > 0)
      {
          int count2 = count / 2;
          ImVector<ImGuiStorage::Pair>::iterator mid = first + count2;
          if (mid->key < key)
          {
              first = ++mid;
              count -= count2 + 1;
          }
          else
          {
              count = count2;
          }
      }
      return first;
  }
  
  int ImGuiStorage::GetInt(ImU32 key, int default_val) const
  {
      ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
      if (it == Data.end() || it->key != key)
          return default_val;
      return it->val_i;
  }
  
  float ImGuiStorage::GetFloat(ImU32 key, float default_val) const
  {
      ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
      if (it == Data.end() || it->key != key)
          return default_val;
      return it->val_f;
  }
  
  void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
  {
      ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
      if (it == Data.end() || it->key != key)
          return NULL;
      return it->val_p;
  }
  
  // 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.
  int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
  {
      ImVector<Pair>::iterator it = LowerBound(Data, key);
      if (it == Data.end() || it->key != key)
          it = Data.insert(it, Pair(key, default_val));
      return &it->val_i;
  }
  
  float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
  {
      ImVector<Pair>::iterator it = LowerBound(Data, key);
      if (it == Data.end() || it->key != key)
          it = Data.insert(it, Pair(key, default_val));
      return &it->val_f;
  }
  
  void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
  {
      ImVector<Pair>::iterator it = LowerBound(Data, key);
      if (it == Data.end() || it->key != key)
          it = Data.insert(it, Pair(key, default_val));
      return &it->val_p;
  }
  
  // FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
  void ImGuiStorage::SetInt(ImU32 key, int val)
  {
      ImVector<Pair>::iterator it = LowerBound(Data, key);
      if (it == Data.end() || it->key != key)
      {
          Data.insert(it, Pair(key, val));
          return;
      }
      it->val_i = val;
  }
  
  void ImGuiStorage::SetFloat(ImU32 key, float val)
  {
      ImVector<Pair>::iterator it = LowerBound(Data, key);
      if (it == Data.end() || it->key != key)
      {
          Data.insert(it, Pair(key, val));
          return;
      }
      it->val_f = val;
  }
  
  void ImGuiStorage::SetVoidPtr(ImU32 key, void* val)
  {
      ImVector<Pair>::iterator it = LowerBound(Data, key);
      if (it == Data.end() || it->key != key)
      {
          Data.insert(it, Pair(key, val));
          return;
      }
      it->val_p = val;
  }
  
  void ImGuiStorage::SetAllInt(int v)
  {
      for (int i = 0; i < Data.Size; i++)
          Data[i].val_i = v;
  }
  
  //-----------------------------------------------------------------------------
  // ImGuiTextFilter
  //-----------------------------------------------------------------------------
  
  // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
  ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
  {
      if (default_filter)
      {
          ImFormatString(InputBuf, IM_ARRAYSIZE(InputBuf), "%s", default_filter);
          Build();
      }
      else
      {
          InputBuf[0] = 0;
          CountGrep = 0;
      }
  }
  
  void ImGuiTextFilter::Draw(const char* label, float width)
  {
      if (width != 0.0f)
          ImGui::PushItemWidth(width);
      ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
      if (width != 0.0f)
          ImGui::PopItemWidth();
      Build();
  }
  
  void ImGuiTextFilter::TextRange::split(char separator, ImVector<TextRange>& out)
  {
      out.resize(0);
      const char* wb = b;
      const char* we = wb;
      while (we < e)
      {
          if (*we == separator)
          {
              out.push_back(TextRange(wb, we));
              wb = we + 1;
          }
          we++;
      }
      if (wb != we)
          out.push_back(TextRange(wb, we));
  }
  
  void ImGuiTextFilter::Build()
  {
      Filters.resize(0);
      TextRange input_range(InputBuf, InputBuf+strlen(InputBuf));
      input_range.split(',', Filters);
  
      CountGrep = 0;
      for (int i = 0; i != Filters.Size; i++)
      {
          Filters[i].trim_blanks();
          if (Filters[i].empty())
              continue;
          if (Filters[i].front() != '-')
              CountGrep += 1;
      }
  }
  
  bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
  {
      if (Filters.empty())
          return true;
  
      if (text == NULL)
          text = "";
  
      for (int i = 0; i != Filters.Size; i++)
      {
          const TextRange& f = Filters[i];
          if (f.empty())
              continue;
          if (f.front() == '-')
          {
              // Subtract
              if (ImStristr(text, text_end, f.begin()+1, f.end()) != NULL)
                  return false;
          }
          else
          {
              // Grep
              if (ImStristr(text, text_end, f.begin(), f.end()) != NULL)
                  return true;
          }
      }
  
      // Implicit * grep
      if (CountGrep == 0)
          return true;
  
      return false;
  }
  
  //-----------------------------------------------------------------------------
  // ImGuiTextBuffer
  //-----------------------------------------------------------------------------
  
  // On some platform vsnprintf() takes va_list by reference and modifies it.
  // va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
  #ifndef va_copy
  #define va_copy(dest, src) (dest = src)
  #endif
  
  // Helper: Text buffer for logging/accumulating text
  void ImGuiTextBuffer::appendv(const char* fmt, va_list args)
  {
      va_list args_copy;
      va_copy(args_copy, args);
  
      int len = vsnprintf(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
      if (len <= 0)
          return;
  
      const int write_off = Buf.Size;
      const int needed_sz = write_off + len;
      if (write_off + len >= Buf.Capacity)
      {
          int double_capacity = Buf.Capacity * 2;
          Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);
      }
  
      Buf.resize(needed_sz);
      ImFormatStringV(&Buf[write_off] - 1, len+1, fmt, args_copy);
  }
  
  void ImGuiTextBuffer::append(const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      appendv(fmt, args);
      va_end(args);
  }
  
  //-----------------------------------------------------------------------------
  // ImGuiSimpleColumns
  //-----------------------------------------------------------------------------
  
  ImGuiSimpleColumns::ImGuiSimpleColumns()
  {
      Count = 0;
      Spacing = Width = NextWidth = 0.0f;
      memset(Pos, 0, sizeof(Pos));
      memset(NextWidths, 0, sizeof(NextWidths));
  }
  
  void ImGuiSimpleColumns::Update(int count, float spacing, bool clear)
  {
      IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
      Count = count;
      Width = NextWidth = 0.0f;
      Spacing = spacing;
      if (clear) memset(NextWidths, 0, sizeof(NextWidths));
      for (int i = 0; i < Count; i++)
      {
          if (i > 0 && NextWidths[i] > 0.0f)
              Width += Spacing;
          Pos[i] = (float)(int)Width;
          Width += NextWidths[i];
          NextWidths[i] = 0.0f;
      }
  }
  
  float ImGuiSimpleColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
  {
      NextWidth = 0.0f;
      NextWidths[0] = ImMax(NextWidths[0], w0);
      NextWidths[1] = ImMax(NextWidths[1], w1);
      NextWidths[2] = ImMax(NextWidths[2], w2);
      for (int i = 0; i < 3; i++)
          NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
      return ImMax(Width, NextWidth);
  }
  
  float ImGuiSimpleColumns::CalcExtraSpace(float avail_w)
  {
      return ImMax(0.0f, avail_w - Width);
  }
  
  //-----------------------------------------------------------------------------
  // ImGuiWindow
  //-----------------------------------------------------------------------------
  
  ImGuiWindow::ImGuiWindow(const char* name)
  {
      Name = ImStrdup(name);
      ID = ImHash(name, 0);
      IDStack.push_back(ID);
      MoveID = GetID("#MOVE");
  
      Flags = 0;
      PosFloat = Pos = ImVec2(0.0f, 0.0f);
      Size = SizeFull = ImVec2(0.0f, 0.0f);
      SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
      WindowPadding = ImVec2(0.0f, 0.0f);
      Scroll = ImVec2(0.0f, 0.0f);
      ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
      ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
      ScrollbarX = ScrollbarY = false;
      ScrollbarSizes = ImVec2(0.0f, 0.0f);
      Active = WasActive = false;
      Accessed = false;
      Collapsed = false;
      SkipItems = false;
      BeginCount = 0;
      PopupID = 0;
      AutoFitFramesX = AutoFitFramesY = -1;
      AutoFitOnlyGrows = false;
      AutoPosLastDirection = -1;
      HiddenFrames = 0;
      SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiSetCond_Always | ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing;
      SetWindowPosCenterWanted = false;
  
      LastFrameDrawn = -1;
      ItemWidthDefault = 0.0f;
      FontWindowScale = 1.0f;
  
      DrawList = (ImDrawList*)ImGui::MemAlloc(sizeof(ImDrawList));
      new(DrawList) ImDrawList();
      DrawList->_OwnerName = Name;
      RootWindow = NULL;
      RootNonPopupWindow = NULL;
  
      FocusIdxAllCounter = FocusIdxTabCounter = -1;
      FocusIdxAllRequestCurrent = FocusIdxTabRequestCurrent = IM_INT_MAX;
      FocusIdxAllRequestNext = FocusIdxTabRequestNext = IM_INT_MAX;
  }
  
  ImGuiWindow::~ImGuiWindow()
  {
      DrawList->~ImDrawList();
      ImGui::MemFree(DrawList);
      DrawList = NULL;
      ImGui::MemFree(Name);
      Name = NULL;
  }
  
  ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
  {
      ImGuiID seed = IDStack.back();
      ImGuiID id = ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
      ImGui::KeepAliveID(id);
      return id;
  }
  
  ImGuiID ImGuiWindow::GetID(const void* ptr)
  {
      ImGuiID seed = IDStack.back();
      ImGuiID id = ImHash(&ptr, sizeof(void*), seed);
      ImGui::KeepAliveID(id);
      return id;
  }
  
  //-----------------------------------------------------------------------------
  // Internal API exposed in imgui_internal.h
  //-----------------------------------------------------------------------------
  
  static void SetCurrentWindow(ImGuiWindow* window)
  {
      ImGuiState& g = *GImGui;
      g.CurrentWindow = window;
      if (window)
          g.FontSize = window->CalcFontSize();
  }
  
  ImGuiWindow* ImGui::GetParentWindow()
  {
      ImGuiState& g = *GImGui;
      IM_ASSERT(g.CurrentWindowStack.Size >= 2);
      return g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
  }
  
  void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window = NULL)
  {
      ImGuiState& g = *GImGui;
      g.ActiveId = id;
      g.ActiveIdIsFocusedOnly = false;
      g.ActiveIdIsJustActivated = true;
      g.ActiveIdWindow = window;
  }
  
  void ImGui::KeepAliveID(ImGuiID id)
  {
      ImGuiState& g = *GImGui;
      if (g.ActiveId == id)
          g.ActiveIdIsAlive = true;
  }
  
  // Advance cursor given item size for layout.
  void ImGui::ItemSize(const ImVec2& size, float text_offset_y)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      // Always align ourselves on pixel boundaries
      ImGuiState& g = *GImGui;
      const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
      const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);
      window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
      window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
      window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
      window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
  
      //window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, 0xFF0000FF, 4); // Debug
  
      window->DC.PrevLineHeight = line_height;
      window->DC.PrevLineTextBaseOffset = text_base_offset;
      window->DC.CurrentLineHeight = window->DC.CurrentLineTextBaseOffset = 0.0f;
  }
  
  void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
  {
      ItemSize(bb.GetSize(), text_offset_y);
  }
  
  // Declare item bounding box for clipping and interaction.
  // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
  // declares their minimum size requirement to ItemSize() and then use a larger region for drawing/interaction, which is passed to ItemAdd().
  bool ImGui::ItemAdd(const ImRect& bb, const ImGuiID* id)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.LastItemID = id ? *id : 0;
      window->DC.LastItemRect = bb;
      if (IsClippedEx(bb, id, false))
      {
          window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = false;
          return false;
      }
  
      // This is a sensible default, but widgets are free to override it after calling ItemAdd()
      ImGuiState& g = *GImGui;
      if (IsMouseHoveringRect(bb.Min, bb.Max))
      {
          // Matching the behavior of IsHovered() but ignore if ActiveId==window->MoveID (we clicked on the window background)
          // So that clicking on items with no active id such as Text() still returns true with IsItemHovered()
          window->DC.LastItemHoveredRect = true;
          window->DC.LastItemHoveredAndUsable = false;
          if (g.HoveredRootWindow == window->RootWindow)
              if (g.ActiveId == 0 || (id && g.ActiveId == *id) || g.ActiveIdIsFocusedOnly || (g.ActiveId == window->MoveID))
                  if (IsWindowContentHoverable(window))
                      window->DC.LastItemHoveredAndUsable = true;
      }
      else
      {
          window->DC.LastItemHoveredAndUsable = window->DC.LastItemHoveredRect = false;
      }
  
      return true;
  }
  
  bool ImGui::IsClippedEx(const ImRect& bb, const ImGuiID* id, bool clip_even_when_logged)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindowRead();
  
      if (!bb.Overlaps(window->ClipRect))
      {
          if (!id || *id != GImGui->ActiveId)
              if (clip_even_when_logged || !g.LogEnabled)
                  return true;
      }
      return false;
  }
  
  bool ImGui::IsHovered(const ImRect& bb, ImGuiID id, bool flatten_childs)
  {
      ImGuiState& g = *GImGui;
      if (g.HoveredId == 0 || g.HoveredId == id)
      {
          ImGuiWindow* window = GetCurrentWindowRead();
          if (g.HoveredWindow == window || (flatten_childs && g.HoveredRootWindow == window->RootWindow))
              if ((g.ActiveId == 0 || g.ActiveId == id || g.ActiveIdIsFocusedOnly) && ImGui::IsMouseHoveringRect(bb.Min, bb.Max))
                  if (IsWindowContentHoverable(g.HoveredRootWindow))
                      return true;
      }
      return false;
  }
  
  bool ImGui::FocusableItemRegister(ImGuiWindow* window, bool is_active, bool tab_stop)
  {
      ImGuiState& g = *GImGui;
  
      const bool allow_keyboard_focus = window->DC.AllowKeyboardFocus;
      window->FocusIdxAllCounter++;
      if (allow_keyboard_focus)
          window->FocusIdxTabCounter++;
  
      // Process keyboard input at this point: TAB, Shift-TAB switch focus
      // We can always TAB out of a widget that doesn't allow tabbing in.
      if (tab_stop && window->FocusIdxAllRequestNext == IM_INT_MAX && window->FocusIdxTabRequestNext == IM_INT_MAX && is_active && IsKeyPressedMap(ImGuiKey_Tab))
      {
          // Modulo on index will be applied at the end of frame once we've got the total counter of items.
          window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1);
      }
  
      if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)
          return true;
  
      if (allow_keyboard_focus)
          if (window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
              return true;
  
      return false;
  }
  
  void ImGui::FocusableItemUnregister(ImGuiWindow* window)
  {
      window->FocusIdxAllCounter--;
      window->FocusIdxTabCounter--;
  }
  
  ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_x, float default_y)
  {
      ImGuiState& g = *GImGui;
      ImVec2 content_max;
      if (size.x < 0.0f || size.y < 0.0f)
          content_max = g.CurrentWindow->Pos + ImGui::GetContentRegionMax();
      if (size.x <= 0.0f)
          size.x = (size.x == 0.0f) ? default_x : ImMax(content_max.x - g.CurrentWindow->DC.CursorPos.x, 4.0f) + size.x;
      if (size.y <= 0.0f)
          size.y = (size.y == 0.0f) ? default_y : ImMax(content_max.y - g.CurrentWindow->DC.CursorPos.y, 4.0f) + size.y;
      return size;
  }
  
  float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
  {
      if (wrap_pos_x < 0.0f)
          return 0.0f;
  
      ImGuiWindow* window = GetCurrentWindowRead();
      if (wrap_pos_x == 0.0f)
          wrap_pos_x = ImGui::GetContentRegionMax().x + window->Pos.x;
      else if (wrap_pos_x > 0.0f)
          wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
  
      const float wrap_width = wrap_pos_x > 0.0f ? ImMax(wrap_pos_x - pos.x, 0.00001f) : 0.0f;
      return wrap_width;
  }
  
  //-----------------------------------------------------------------------------
  
  void* ImGui::MemAlloc(size_t sz)
  {
      GImGui->IO.MetricsAllocs++;
      return GImGui->IO.MemAllocFn(sz);
  }
  
  void ImGui::MemFree(void* ptr)
  {
      if (ptr) GImGui->IO.MetricsAllocs--;
      return GImGui->IO.MemFreeFn(ptr);
  }
  
  const char* ImGui::GetVersion()
  {
      return IMGUI_VERSION;
  }
  
  // Internal state access - if you want to share ImGui state between modules (e.g. DLL) or allocate it yourself
  // Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
  void* ImGui::GetInternalState()
  {
      return GImGui;
  }
  
  size_t ImGui::GetInternalStateSize()
  {
      return sizeof(ImGuiState);
  }
  
  void ImGui::SetInternalState(void* state, bool construct)
  {
      if (construct)
          new (state) ImGuiState();
      GImGui = (ImGuiState*)state;
  }
  
  ImGuiIO& ImGui::GetIO()
  {
      return GImGui->IO;
  }
  
  ImGuiStyle& ImGui::GetStyle()
  {
      return GImGui->Style;
  }
  
  float ImGui::GetTime()
  {
      return GImGui->Time;
  }
  
  int ImGui::GetFrameCount()
  {
      return GImGui->FrameCount;
  }
  
  void ImGui::NewFrame()
  {
      ImGuiState& g = *GImGui;
  
      // Check user data
      IM_ASSERT(g.IO.DeltaTime >= 0.0f);
      IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f);
      IM_ASSERT(g.IO.RenderDrawListsFn != NULL);       // Must be implemented
      IM_ASSERT(g.IO.Fonts->Fonts.Size > 0);           // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
      IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded());     // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
      IM_ASSERT(g.Style.CurveTessellationTol > 0.0f);  // Invalid
  
      if (!g.Initialized)
      {
          // Initialize on first frame
          g.LogClipboard = (ImGuiTextBuffer*)ImGui::MemAlloc(sizeof(ImGuiTextBuffer));
          new(g.LogClipboard) ImGuiTextBuffer();
  
          IM_ASSERT(g.Settings.empty());
          LoadSettings();
          g.Initialized = true;
      }
  
      SetCurrentFont(g.IO.Fonts->Fonts[0]);
  
      g.Time += g.IO.DeltaTime;
      g.FrameCount += 1;
      g.Tooltip[0] = '\0';
      g.OverlayDrawList.Clear();
      g.OverlayDrawList.PushTextureID(g.IO.Fonts->TexID);
      g.OverlayDrawList.PushClipRectFullScreen();
      g.OverlayDrawList.AddDrawCmd();
  
      // Update inputs state
      if (g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0)
          g.IO.MousePos = ImVec2(-9999.0f, -9999.0f);
      if ((g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0) || (g.IO.MousePosPrev.x < 0 && g.IO.MousePosPrev.y < 0))   // if mouse just appeared or disappeared (negative coordinate) we cancel out movement in MouseDelta
          g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
      else
          g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
      g.IO.MousePosPrev = g.IO.MousePos;
      for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
      {
          g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
          g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
          g.IO.MouseClicked[i] = g.IO.MouseDownDuration[i] == 0.0f;
          g.IO.MouseReleased[i] = g.IO.MouseDownDurationPrev[i] >= 0.0f && !g.IO.MouseDown[i];
          g.IO.MouseDoubleClicked[i] = false;
          if (g.IO.MouseClicked[i])
          {
              if (g.Time - g.IO.MouseClickedTime[i] < g.IO.MouseDoubleClickTime)
              {
                  if (ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
                      g.IO.MouseDoubleClicked[i] = true;
                  g.IO.MouseClickedTime[i] = -FLT_MAX;    // so the third click isn't turned into a double-click
              }
              else
              {
                  g.IO.MouseClickedTime[i] = g.Time;
              }
              g.IO.MouseClickedPos[i] = g.IO.MousePos;
              g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
          }
          else if (g.IO.MouseDown[i])
          {
              g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(g.IO.MousePos - g.IO.MouseClickedPos[i]));
          }
      }
      memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration));
      for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++)
          g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f;
  
      // Calculate frame-rate for the user, as a purely luxurious feature
      g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
      g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
      g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
      g.IO.Framerate = 1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame));
  
      // Clear reference to active widget if the widget isn't alive anymore
      g.HoveredIdPreviousFrame = g.HoveredId;
      g.HoveredId = 0;
      if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
          SetActiveID(0);
      g.ActiveIdPreviousFrame = g.ActiveId;
      g.ActiveIdIsAlive = false;
      g.ActiveIdIsJustActivated = false;
      if (!g.ActiveId)
          g.MovedWindow = NULL;
  
      // Delay saving settings so we don't spam disk too much
      if (g.SettingsDirtyTimer > 0.0f)
      {
          g.SettingsDirtyTimer -= g.IO.DeltaTime;
          if (g.SettingsDirtyTimer <= 0.0f)
              SaveSettings();
      }
  
      // Find the window we are hovering. Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow
      g.HoveredWindow = FindHoveredWindow(g.IO.MousePos, false);
      if (g.HoveredWindow && (g.HoveredWindow->Flags & ImGuiWindowFlags_ChildWindow))
          g.HoveredRootWindow = g.HoveredWindow->RootWindow;
      else
          g.HoveredRootWindow = FindHoveredWindow(g.IO.MousePos, true);
  
      if (ImGuiWindow* modal_window = GetFrontMostModalRootWindow())
      {
          g.ModalWindowDarkeningRatio = ImMin(g.ModalWindowDarkeningRatio + g.IO.DeltaTime * 6.0f, 1.0f);
          if (g.HoveredRootWindow != modal_window)
              g.HoveredRootWindow = g.HoveredWindow = NULL;
      }
      else
      {
          g.ModalWindowDarkeningRatio = 0.0f;
      }
  
      // Are we using inputs? Tell user so they can capture/discard the inputs away from the rest of their application.
      // When clicking outside of a window we assume the click is owned by the application and won't request capture.
      int mouse_earliest_button_down = -1;
      bool mouse_any_down = false;
      for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
      {
          if (g.IO.MouseClicked[i])
              g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (!g.OpenedPopupStack.empty());
          mouse_any_down |= g.IO.MouseDown[i];
          if (g.IO.MouseDown[i])
              if (mouse_earliest_button_down == -1 || g.IO.MouseClickedTime[mouse_earliest_button_down] > g.IO.MouseClickedTime[i])
                  mouse_earliest_button_down = i;
      }
      bool mouse_owned_by_application = mouse_earliest_button_down != -1 && !g.IO.MouseDownOwned[mouse_earliest_button_down];
      g.IO.WantCaptureMouse = (!mouse_owned_by_application && g.HoveredWindow != NULL) || (!mouse_owned_by_application && mouse_any_down) || (g.ActiveId != 0) || (!g.OpenedPopupStack.empty()) || (g.CaptureMouseNextFrame);
      g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (g.CaptureKeyboardNextFrame);
      g.IO.WantTextInput = (g.ActiveId != 0 && g.InputTextState.Id == g.ActiveId);
      g.MouseCursor = ImGuiMouseCursor_Arrow;
      g.CaptureMouseNextFrame = g.CaptureKeyboardNextFrame = false;
  
      // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
      if (mouse_owned_by_application)
          g.HoveredWindow = g.HoveredRootWindow = NULL;
  
      // Scale & Scrolling
      if (g.HoveredWindow && g.IO.MouseWheel != 0.0f && !g.HoveredWindow->Collapsed)
      {
          ImGuiWindow* window = g.HoveredWindow;
          if (g.IO.KeyCtrl)
          {
              if (g.IO.FontAllowUserScaling)
              {
                  // Zoom / Scale window
                  float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
                  float scale = new_font_scale / window->FontWindowScale;
                  window->FontWindowScale = new_font_scale;
  
                  const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
                  window->Pos += offset;
                  window->PosFloat += offset;
                  window->Size *= scale;
                  window->SizeFull *= scale;
              }
          }
          else
          {
              // Scroll
              if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse))
              {
                  const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5;
                  SetWindowScrollY(window, window->Scroll.y - g.IO.MouseWheel * window->CalcFontSize() * scroll_lines);
              }
          }
      }
  
      // Pressing TAB activate widget focus
      // NB: Don't discard FocusedWindow if it isn't active, so that a window that go on/off programatically won't lose its keyboard focus.
      if (g.ActiveId == 0 && g.FocusedWindow != NULL && g.FocusedWindow->Active && IsKeyPressedMap(ImGuiKey_Tab, false))
          g.FocusedWindow->FocusIdxTabRequestNext = 0;
  
      // Mark all windows as not visible
      for (int i = 0; i != g.Windows.Size; i++)
      {
          ImGuiWindow* window = g.Windows[i];
          window->WasActive = window->Active;
          window->Active = false;
          window->Accessed = false;
      }
  
      // No window should be open at the beginning of the frame.
      // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
      g.CurrentWindowStack.resize(0);
      g.CurrentPopupStack.resize(0);
      CloseInactivePopups();
  
      // Create implicit window - we will only render it if the user has added something to it.
      ImGui::SetNextWindowSize(ImVec2(400,400), ImGuiSetCond_FirstUseEver);
      ImGui::Begin("Debug");
  }
  
  // NB: behavior of ImGui after Shutdown() is not tested/guaranteed at the moment. This function is merely here to free heap allocations.
  void ImGui::Shutdown()
  {
      ImGuiState& g = *GImGui;
      if (!g.Initialized)
          return;
  
      SaveSettings();
  
      for (int i = 0; i < g.Windows.Size; i++)
      {
          g.Windows[i]->~ImGuiWindow();
          ImGui::MemFree(g.Windows[i]);
      }
      g.Windows.clear();
      g.WindowsSortBuffer.clear();
      g.CurrentWindowStack.clear();
      g.FocusedWindow = NULL;
      g.HoveredWindow = NULL;
      g.HoveredRootWindow = NULL;
      for (int i = 0; i < g.Settings.Size; i++)
          ImGui::MemFree(g.Settings[i].Name);
      g.Settings.clear();
      g.ColorModifiers.clear();
      g.StyleModifiers.clear();
      g.FontStack.clear();
      g.OpenedPopupStack.clear();
      g.CurrentPopupStack.clear();
      for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
          g.RenderDrawLists[i].clear();
      g.OverlayDrawList.ClearFreeMemory();
      g.ColorEditModeStorage.Clear();
      if (g.PrivateClipboard)
      {
          ImGui::MemFree(g.PrivateClipboard);
          g.PrivateClipboard = NULL;
      }
      g.InputTextState.Text.clear();
      g.InputTextState.InitialText.clear();
      g.InputTextState.TempTextBuffer.clear();
  
      if (g.LogFile && g.LogFile != stdout)
      {
          fclose(g.LogFile);
          g.LogFile = NULL;
      }
      if (g.LogClipboard)
      {
          g.LogClipboard->~ImGuiTextBuffer();
          ImGui::MemFree(g.LogClipboard);
      }
  
      if (g.IO.Fonts) // Testing for NULL to allow user to NULLify in case of running Shutdown() on multiple contexts. Bit hacky.
          g.IO.Fonts->Clear();
  
      g.Initialized = false;
  }
  
  static ImGuiIniData* FindWindowSettings(const char* name)
  {
      ImGuiState& g = *GImGui;
      ImGuiID id = ImHash(name, 0);
      for (int i = 0; i != g.Settings.Size; i++)
      {
          ImGuiIniData* ini = &g.Settings[i];
          if (ini->ID == id)
              return ini;
      }
      return NULL;
  }
  
  static ImGuiIniData* AddWindowSettings(const char* name)
  {
      GImGui->Settings.resize(GImGui->Settings.Size + 1);
      ImGuiIniData* ini = &GImGui->Settings.back();
      ini->Name = ImStrdup(name);
      ini->ID = ImHash(name, 0);
      ini->Collapsed = false;
      ini->Pos = ImVec2(FLT_MAX,FLT_MAX);
      ini->Size = ImVec2(0,0);
      return ini;
  }
  
  // Zero-tolerance, poor-man .ini parsing
  // FIXME: Write something less rubbish
  static void LoadSettings()
  {
      ImGuiState& g = *GImGui;
      const char* filename = g.IO.IniFilename;
      if (!filename)
          return;
  
      char* file_data;
      int file_size;
      if (!ImLoadFileToMemory(filename, "rb", (void**)&file_data, &file_size, 1))
          return;
  
      ImGuiIniData* settings = NULL;
      const char* buf_end = file_data + file_size;
      for (const char* line_start = file_data; line_start < buf_end; )
      {
          const char* line_end = line_start;
          while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
              line_end++;
  
          if (line_start[0] == '[' && line_end > line_start && line_end[-1] == ']')
          {
              char name[64];
              ImFormatString(name, IM_ARRAYSIZE(name), "%.*s", (int)(line_end-line_start-2), line_start+1);
              settings = FindWindowSettings(name);
              if (!settings)
                  settings = AddWindowSettings(name);
          }
          else if (settings)
          {
              float x, y;
              int i;
              if (sscanf(line_start, "Pos=%f,%f", &x, &y) == 2)
                  settings->Pos = ImVec2(x, y);
              else if (sscanf(line_start, "Size=%f,%f", &x, &y) == 2)
                  settings->Size = ImMax(ImVec2(x, y), g.Style.WindowMinSize);
              else if (sscanf(line_start, "Collapsed=%d", &i) == 1)
                  settings->Collapsed = (i != 0);
          }
  
          line_start = line_end+1;
      }
  
      ImGui::MemFree(file_data);
  }
  
  static void SaveSettings()
  {
      ImGuiState& g = *GImGui;
      const char* filename = g.IO.IniFilename;
      if (!filename)
          return;
  
      // Gather data from windows that were active during this session
      for (int i = 0; i != g.Windows.Size; i++)
      {
          ImGuiWindow* window = g.Windows[i];
          if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
              continue;
          ImGuiIniData* settings = FindWindowSettings(window->Name);
          settings->Pos = window->Pos;
          settings->Size = window->SizeFull;
          settings->Collapsed = window->Collapsed;
      }
  
      // Write .ini file
      // If a window wasn't opened in this session we preserve its settings
      FILE* f = fopen(filename, "wt");
      if (!f)
          return;
      for (int i = 0; i != g.Settings.Size; i++)
      {
          const ImGuiIniData* settings = &g.Settings[i];
          if (settings->Pos.x == FLT_MAX)
              continue;
          const char* name = settings->Name;
          if (const char* p = strstr(name, "###"))  // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
              name = p;
          fprintf(f, "[%s]\n", name);
          fprintf(f, "Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
          fprintf(f, "Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
          fprintf(f, "Collapsed=%d\n", settings->Collapsed);
          fprintf(f, "\n");
      }
  
      fclose(f);
  }
  
  static void MarkSettingsDirty()
  {
      ImGuiState& g = *GImGui;
      if (g.SettingsDirtyTimer <= 0.0f)
          g.SettingsDirtyTimer = g.IO.IniSavingRate;
  }
  
  // FIXME: Add a more explicit sort order in the window structure.
  static int ChildWindowComparer(const void* lhs, const void* rhs)
  {
      const ImGuiWindow* a = *(const ImGuiWindow**)lhs;
      const ImGuiWindow* b = *(const ImGuiWindow**)rhs;
      if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
          return d;
      if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
          return d;
      if (int d = (a->Flags & ImGuiWindowFlags_ComboBox) - (b->Flags & ImGuiWindowFlags_ComboBox))
          return d;
      return 0;
  }
  
  static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>& out_sorted_windows, ImGuiWindow* window)
  {
      out_sorted_windows.push_back(window);
      if (window->Active)
      {
          int count = window->DC.ChildWindows.Size;
          if (count > 1)
              qsort(window->DC.ChildWindows.begin(), (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
          for (int i = 0; i < count; i++)
          {
              ImGuiWindow* child = window->DC.ChildWindows[i];
              if (child->Active)
                  AddWindowToSortedBuffer(out_sorted_windows, child);
          }
      }
  }
  
  static void AddDrawListToRenderList(ImVector<ImDrawList*>& out_render_list, ImDrawList* draw_list)
  {
      if (!draw_list->CmdBuffer.empty() && !draw_list->VtxBuffer.empty())
      {
          if (draw_list->CmdBuffer.back().ElemCount == 0)
              draw_list->CmdBuffer.pop_back();
          out_render_list.push_back(draw_list);
  
          // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = 2 bytes = 64K vertices)
          // If this assert triggers because you are drawing lots of stuff manually, A) workaround by calling BeginChild()/EndChild() to put your draw commands in multiple draw lists, B) #define ImDrawIdx to a 'unsigned int' in imconfig.h and render accordingly.
          const unsigned long long int max_vtx_idx = (unsigned long long int)1L << (sizeof(ImDrawIdx)*8);
          IM_ASSERT((unsigned long long int)draw_list->_VtxCurrentIdx <= max_vtx_idx);
  
          GImGui->IO.MetricsRenderVertices += draw_list->VtxBuffer.Size;
          GImGui->IO.MetricsRenderIndices += draw_list->IdxBuffer.Size;
      }
  }
  
  static void AddWindowToRenderList(ImVector<ImDrawList*>& out_render_list, ImGuiWindow* window)
  {
      AddDrawListToRenderList(out_render_list, window->DrawList);
      for (int i = 0; i < window->DC.ChildWindows.Size; i++)
      {
          ImGuiWindow* child = window->DC.ChildWindows[i];
          if (!child->Active) // clipped children may have been marked not active
              continue;
          if ((child->Flags & ImGuiWindowFlags_Popup) && child->HiddenFrames > 0)
              continue;
          AddWindowToRenderList(out_render_list, child);
      }
  }
  
  static void PushClipRect(const ImRect& clip_rect, bool clipped)
  {
      ImGuiWindow* window = ImGui::GetCurrentWindow();
  
      ImRect cr = clip_rect;
      if (clipped)
      {
          // Clip our argument with the current clip rect
          cr.Clip(window->ClipRect);
      }
      cr.Max.x = ImMax(cr.Min.x, cr.Max.x);
      cr.Max.y = ImMax(cr.Min.y, cr.Max.y);
  
      IM_ASSERT(cr.Min.x <= cr.Max.x && cr.Min.y <= cr.Max.y);
      window->ClipRect = cr;
      window->DrawList->PushClipRect(ImVec4(cr.Min.x, cr.Min.y, cr.Max.x, cr.Max.y));
  }
  
  static void PopClipRect()
  {
      ImGuiWindow* window = ImGui::GetCurrentWindow();
      window->DrawList->PopClipRect();
      window->ClipRect = window->DrawList->_ClipRectStack.back();
  }
  
  void ImGui::Render()
  {
      ImGuiState& g = *GImGui;
      IM_ASSERT(g.Initialized);                           // Forgot to call ImGui::NewFrame()
  
      const bool first_render_of_the_frame = (g.FrameCountRendered != g.FrameCount);
      g.FrameCountRendered = g.FrameCount;
  
      if (first_render_of_the_frame)
      {
          // Hide implicit "Debug" window if it hasn't been used
          IM_ASSERT(g.CurrentWindowStack.Size == 1);    // Mismatched Begin/End
          if (g.CurrentWindow && !g.CurrentWindow->Accessed)
              g.CurrentWindow->Active = false;
          ImGui::End();
  
          // Click to focus window and start moving (after we're done with all our widgets)
          if (!g.ActiveId)
              g.MovedWindow = NULL;
          if (g.ActiveId == 0 && g.HoveredId == 0 && g.IO.MouseClicked[0])
          {
              if (!(g.FocusedWindow && !g.FocusedWindow->WasActive && g.FocusedWindow->Active)) // Unless we just made a popup appear
              {
                  if (g.HoveredRootWindow != NULL)
                  {
                      FocusWindow(g.HoveredWindow);
                      if (!(g.HoveredWindow->Flags & ImGuiWindowFlags_NoMove))
                      {
                          g.MovedWindow = g.HoveredWindow;
                          SetActiveID(g.HoveredRootWindow->MoveID, g.HoveredRootWindow);
                      }
                  }
                  else if (g.FocusedWindow != NULL && GetFrontMostModalRootWindow() == NULL)
                  {
                      // Clicking on void disable focus
                      FocusWindow(NULL);
                  }
              }
          }
  
          // Sort the window list so that all child windows are after their parent
          // We cannot do that on FocusWindow() because childs may not exist yet
          g.WindowsSortBuffer.resize(0);
          g.WindowsSortBuffer.reserve(g.Windows.Size);
          for (int i = 0; i != g.Windows.Size; i++)
          {
              ImGuiWindow* window = g.Windows[i];
              if (window->Flags & ImGuiWindowFlags_ChildWindow)       // if a child is active its parent will add it
                  if (window->Active)
                      continue;
              AddWindowToSortedBuffer(g.WindowsSortBuffer, window);
          }
          IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);  // we done something wrong
          g.Windows.swap(g.WindowsSortBuffer);
  
          // Clear Input data for next frame
          g.IO.MouseWheel = 0.0f;
          memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
      }
  
      // Skip render altogether if alpha is 0.0
      // Note that vertex buffers have been created and are wasted, so it is best practice that you don't create windows in the first place, or respond to Begin() returning false.
      if (g.Style.Alpha > 0.0f)
      {
          // Render tooltip
          if (g.Tooltip[0])
          {
              ImGui::BeginTooltip();
              ImGui::TextUnformatted(g.Tooltip);
              ImGui::EndTooltip();
          }
  
          // Gather windows to render
          g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
          for (int i = 0; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
              g.RenderDrawLists[i].resize(0);
          for (int i = 0; i != g.Windows.Size; i++)
          {
              ImGuiWindow* window = g.Windows[i];
              if (window->Active && window->HiddenFrames <= 0 && (window->Flags & (ImGuiWindowFlags_ChildWindow)) == 0)
              {
                  // FIXME: Generalize this with a proper layering system so e.g. user can draw in specific layers, below text, ..
                  g.IO.MetricsActiveWindows++;
                  if (window->Flags & ImGuiWindowFlags_Popup)
                      AddWindowToRenderList(g.RenderDrawLists[1], window);
                  else if (window->Flags & ImGuiWindowFlags_Tooltip)
                      AddWindowToRenderList(g.RenderDrawLists[2], window);
                  else
                      AddWindowToRenderList(g.RenderDrawLists[0], window);
              }
          }
  
          // Flatten layers
          int n = g.RenderDrawLists[0].Size;
          int flattened_size = n;
          for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
              flattened_size += g.RenderDrawLists[i].Size;
          g.RenderDrawLists[0].resize(flattened_size);
          for (int i = 1; i < IM_ARRAYSIZE(g.RenderDrawLists); i++)
          {
              ImVector<ImDrawList*>& layer = g.RenderDrawLists[i];
              if (!layer.empty())
              {
                  memcpy(&g.RenderDrawLists[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
                  n += layer.Size;
              }
          }
  
          if (g.IO.MouseDrawCursor)
          {
              const ImGuiMouseCursorData& cursor_data = g.MouseCursorData[g.MouseCursor];
              const ImVec2 pos = g.IO.MousePos - cursor_data.HotOffset;
              const ImVec2 size = cursor_data.Size;
              const ImTextureID tex_id = g.IO.Fonts->TexID;
              g.OverlayDrawList.PushTextureID(tex_id);
              g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0x30000000); // Shadow
              g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0x30000000); // Shadow
              g.OverlayDrawList.AddImage(tex_id, pos,             pos + size,             cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0xFF000000); // Black border
              g.OverlayDrawList.AddImage(tex_id, pos,             pos + size,             cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], 0xFFFFFFFF); // White fill
              g.OverlayDrawList.PopTextureID();
          }
          if (!g.OverlayDrawList.VtxBuffer.empty())
              AddDrawListToRenderList(g.RenderDrawLists[0], &g.OverlayDrawList);
  
          // Render
          if (!g.RenderDrawLists[0].empty())
          {
              ImDrawData data;
              data.CmdLists = &g.RenderDrawLists[0][0];
              data.CmdListsCount = g.RenderDrawLists[0].Size;
              data.TotalVtxCount = g.IO.MetricsRenderVertices;
              data.TotalIdxCount = g.IO.MetricsRenderIndices;
              g.IO.RenderDrawListsFn(&data);
          }
      }
  }
  
  // Find the optional ## from which we stop displaying text.
  static const char*  FindTextDisplayEnd(const char* text, const char* text_end)
  {
      const char* text_display_end = text;
      if (!text_end)
          text_end = (const char*)-1;
  
      ImGuiState& g = *GImGui;
      if (g.DisableHideTextAfterDoubleHash > 0)
      {
          while (text_display_end < text_end && *text_display_end != '\0')
              text_display_end++;
      }
      else
      {
          while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
              text_display_end++;
      }
      return text_display_end;
  }
  
  // Pass text data straight to log (without being displayed)
  void ImGui::LogText(const char* fmt, ...)
  {
      ImGuiState& g = *GImGui;
      if (!g.LogEnabled)
          return;
  
      va_list args;
      va_start(args, fmt);
      if (g.LogFile)
      {
          vfprintf(g.LogFile, fmt, args);
      }
      else
      {
          g.LogClipboard->appendv(fmt, args);
      }
      va_end(args);
  }
  
  // Internal version that takes a position to decide on newline placement and pad items according to their depth.
  // We split text into individual lines to add current tree level padding
  static void LogRenderedText(const ImVec2& ref_pos, const char* text, const char* text_end)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = ImGui::GetCurrentWindowRead();
  
      if (!text_end)
          text_end = FindTextDisplayEnd(text, text_end);
  
      const bool log_new_line = ref_pos.y > window->DC.LogLinePosY+1;
      window->DC.LogLinePosY = ref_pos.y;
  
      const char* text_remaining = text;
      if (g.LogStartDepth > window->DC.TreeDepth)  // Re-adjust padding if we have popped out of our starting depth
          g.LogStartDepth = window->DC.TreeDepth;
      const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
      for (;;)
      {
          // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
          const char* line_end = text_remaining;
          while (line_end < text_end)
              if (*line_end == '\n')
                  break;
              else
                  line_end++;
          if (line_end >= text_end)
              line_end = NULL;
  
          const bool is_first_line = (text == text_remaining);
          bool is_last_line = false;
          if (line_end == NULL)
          {
              is_last_line = true;
              line_end = text_end;
          }
          if (line_end != NULL && !(is_last_line && (line_end - text_remaining)==0))
          {
              const int char_count = (int)(line_end - text_remaining);
              if (log_new_line || !is_first_line)
                  ImGui::LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, text_remaining);
              else
                  ImGui::LogText(" %.*s", char_count, text_remaining);
          }
  
          if (is_last_line)
              break;
          text_remaining = line_end + 1;
      }
  }
  
  // Internal ImGui functions to render text
  // RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
  void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
  
      // Hide anything after a '##' string
      const char* text_display_end;
      if (hide_text_after_hash)
      {
          text_display_end = FindTextDisplayEnd(text, text_end);
      }
      else
      {
          if (!text_end)
              text_end = text + strlen(text); // FIXME-OPT
          text_display_end = text_end;
      }
  
      const int text_len = (int)(text_display_end - text);
      if (text_len > 0)
      {
          // Render
          window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_display_end);
  
          // Log as text
          if (g.LogEnabled)
              LogRenderedText(pos, text, text_display_end);
      }
  }
  
  void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
  
      if (!text_end)
          text_end = text + strlen(text); // FIXME-OPT
  
      const int text_len = (int)(text_end - text);
      if (text_len > 0)
      {
          window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_end, wrap_width);
          if (g.LogEnabled)
              LogRenderedText(pos, text, text_end);
      }
  }
  
  void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, ImGuiAlign align, const ImVec2* clip_min, const ImVec2* clip_max)
  {
      // Hide anything after a '##' string
      const char* text_display_end = FindTextDisplayEnd(text, text_end);
      const int text_len = (int)(text_display_end - text);
      if (text_len == 0)
          return;
  
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
  
      // Perform CPU side clipping for single clipped element to avoid using scissor state
      ImVec2 pos = pos_min;
      const ImVec2 text_size = text_size_if_known ? *text_size_if_known : ImGui::CalcTextSize(text, text_display_end, false, 0.0f);
  
      if (!clip_max) clip_max = &pos_max;
      bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
      if (!clip_min) clip_min = &pos_min; else need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
  
      // Align
      if (align & ImGuiAlign_Center) pos.x = ImMax(pos.x, (pos.x + pos_max.x - text_size.x) * 0.5f);
      else if (align & ImGuiAlign_Right) pos.x = ImMax(pos.x, pos_max.x - text_size.x);
      if (align & ImGuiAlign_VCenter) pos.y = ImMax(pos.y, (pos.y + pos_max.y - text_size.y) * 0.5f);
  
      // Render
      if (need_clipping)
      {
          ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
          window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
      }
      else
      {
          window->DrawList->AddText(g.Font, g.FontSize, pos, window->Color(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
      }
      if (g.LogEnabled)
          LogRenderedText(pos, text, text_display_end);
  }
  
  // Render a rectangle shaped with optional rounding and borders
  void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
  {
      ImGuiWindow* window = GetCurrentWindow();
  
      window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
      if (border && (window->Flags & ImGuiWindowFlags_ShowBorders))
      {
          window->DrawList->AddRect(p_min+ImVec2(1,1), p_max, window->Color(ImGuiCol_BorderShadow), rounding);
          window->DrawList->AddRect(p_min, p_max-ImVec2(1,1), window->Color(ImGuiCol_Border), rounding);
      }
  }
  
  // Render a triangle to denote expanded/collapsed state
  void ImGui::RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale, bool shadow)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
  
      const float h = g.FontSize * 1.00f;
      const float r = h * 0.40f * scale;
      ImVec2 center = p_min + ImVec2(h*0.50f, h*0.50f*scale);
  
      ImVec2 a, b, c;
      if (opened)
      {
          center.y -= r*0.25f;
          a = center + ImVec2(0,1)*r;
          b = center + ImVec2(-0.866f,-0.5f)*r;
          c = center + ImVec2(0.866f,-0.5f)*r;
      }
      else
      {
          a = center + ImVec2(1,0)*r;
          b = center + ImVec2(-0.500f,0.866f)*r;
          c = center + ImVec2(-0.500f,-0.866f)*r;
      }
  
      if (shadow && (window->Flags & ImGuiWindowFlags_ShowBorders) != 0)
          window->DrawList->AddTriangleFilled(a+ImVec2(2,2), b+ImVec2(2,2), c+ImVec2(2,2), window->Color(ImGuiCol_BorderShadow));
      window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Text));
  }
  
  void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
  
      ImVec2 a, b, c;
      float start_x = (float)(int)(g.FontSize * 0.307f + 0.5f);
      float rem_third = (float)(int)((g.FontSize - start_x) / 3.0f);
      a.x = pos.x + 0.5f + start_x;
      b.x = a.x + rem_third;
      c.x = a.x + rem_third * 3.0f;
      b.y = pos.y - 1.0f + (float)(int)(g.Font->Ascent * (g.FontSize / g.Font->FontSize) + 0.5f) + (float)(int)(g.Font->DisplayOffset.y);
      a.y = b.y - rem_third;
      c.y = b.y - rem_third * 2.0f;
  
      window->DrawList->PathLineTo(a);
      window->DrawList->PathLineTo(b);
      window->DrawList->PathLineTo(c);
      window->DrawList->PathStroke(col, false);
  }
  
  // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
  // CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
  ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
  {
      ImGuiState& g = *GImGui;
  
      const char* text_display_end;
      if (hide_text_after_double_hash)
          text_display_end = FindTextDisplayEnd(text, text_end);      // Hide anything after a '##' string
      else
          text_display_end = text_end;
  
      ImFont* font = g.Font;
      const float font_size = g.FontSize;
      ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
  
      // Cancel out character spacing for the last character of a line (it is baked into glyph->XAdvance field)
      const float font_scale = font_size / font->FontSize;
      const float character_spacing_x = 1.0f * font_scale;
      if (text_size.x > 0.0f)
          text_size.x -= character_spacing_x;
  
      return text_size;
  }
  
  // Helper to calculate coarse clipping of large list of evenly sized items.
  // NB: Prefer using the ImGuiListClipper higher-level helper if you can!
  // NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX
  // If you are displaying thousands of items and you have a random access to the list, you can perform clipping yourself to save on CPU.
  // {
  //    float item_height = ImGui::GetTextLineHeightWithSpacing();
  //    int display_start, display_end;
  //    ImGui::CalcListClipping(count, item_height, &display_start, &display_end);            // calculate how many to clip/display
  //    ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (display_start) * item_height);         // advance cursor
  //    for (int i = display_start; i < display_end; i++)                                     // display only visible items
  //        // TODO: display visible item
  //    ImGui::SetCursorPosY(ImGui::GetCursorPosY() + (count - display_end) * item_height);   // advance cursor
  // }
  void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindowRead();
      if (g.LogEnabled)
      {
          // If logging is active, do not perform any clipping
          *out_items_display_start = 0;
          *out_items_display_end = items_count;
          return;
      }
  
      const ImVec2 pos = window->DC.CursorPos;
      int start = (int)((window->ClipRect.Min.y - pos.y) / items_height);
      int end = (int)((window->ClipRect.Max.y - pos.y) / items_height);
      start = ImClamp(start, 0, items_count);
      end = ImClamp(end + 1, start, items_count);
      *out_items_display_start = start;
      *out_items_display_end = end;
  }
  
  // Find window given position, search front-to-back
  static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
  {
      ImGuiState& g = *GImGui;
      for (int i = g.Windows.Size-1; i >= 0; i--)
      {
          ImGuiWindow* window = g.Windows[i];
          if (!window->Active)
              continue;
          if (window->Flags & ImGuiWindowFlags_NoInputs)
              continue;
          if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
              continue;
  
          // Using the clipped AABB so a child window will typically be clipped by its parent.
          ImRect bb(window->ClippedWindowRect.Min - g.Style.TouchExtraPadding, window->ClippedWindowRect.Max + g.Style.TouchExtraPadding);
          if (bb.Contains(pos))
              return window;
      }
      return NULL;
  }
  
  // Test if mouse cursor is hovering given rectangle
  // NB- Rectangle is clipped by our current clip setting
  // NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
  bool ImGui::IsMouseHoveringRect(const ImVec2& pos_min, const ImVec2& pos_max)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindowRead();
  
      // Clip
      ImRect rect_clipped(pos_min, pos_max);
      rect_clipped.Clip(window->ClipRect);
  
      // Expand for touch input
      const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
      return rect_for_touch.Contains(g.IO.MousePos);
  }
  
  bool ImGui::IsMouseHoveringWindow()
  {
      ImGuiState& g = *GImGui;
      return g.HoveredWindow == g.CurrentWindow;
  }
  
  bool ImGui::IsMouseHoveringAnyWindow()
  {
      ImGuiState& g = *GImGui;
      return g.HoveredWindow != NULL;
  }
  
  bool ImGui::IsPosHoveringAnyWindow(const ImVec2& pos)
  {
      return FindHoveredWindow(pos, false) != NULL;
  }
  
  static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
  {
      const int key_index = GImGui->IO.KeyMap[key];
      return ImGui::IsKeyPressed(key_index, repeat);
  }
  
  int ImGui::GetKeyIndex(ImGuiKey key)
  {
      IM_ASSERT(key >= 0 && key < ImGuiKey_COUNT);
      return GImGui->IO.KeyMap[key];
  }
  
  bool ImGui::IsKeyDown(int key_index)
  {
      if (key_index < 0) return false;
      IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(GImGui->IO.KeysDown));
      return GImGui->IO.KeysDown[key_index];
  }
  
  bool ImGui::IsKeyPressed(int key_index, bool repeat)
  {
      ImGuiState& g = *GImGui;
      if (key_index < 0) return false;
      IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
      const float t = g.IO.KeysDownDuration[key_index];
      if (t == 0.0f)
          return true;
  
      if (repeat && t > g.IO.KeyRepeatDelay)
      {
          float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
          if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
              return true;
      }
      return false;
  }
  
  bool ImGui::IsKeyReleased(int key_index)
  {
      ImGuiState& g = *GImGui;
      if (key_index < 0) return false;
      IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
      if (g.IO.KeysDownDurationPrev[key_index] >= 0.0f && !g.IO.KeysDown[key_index])
          return true;
      return false;
  }
  
  bool ImGui::IsMouseDown(int button)
  {
      ImGuiState& g = *GImGui;
      IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
      return g.IO.MouseDown[button];
  }
  
  bool ImGui::IsMouseClicked(int button, bool repeat)
  {
      ImGuiState& g = *GImGui;
      IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
      const float t = g.IO.MouseDownDuration[button];
      if (t == 0.0f)
          return true;
  
      if (repeat && t > g.IO.KeyRepeatDelay)
      {
          float delay = g.IO.KeyRepeatDelay, rate = g.IO.KeyRepeatRate;
          if ((fmodf(t - delay, rate) > rate*0.5f) != (fmodf(t - delay - g.IO.DeltaTime, rate) > rate*0.5f))
              return true;
      }
  
      return false;
  }
  
  bool ImGui::IsMouseReleased(int button)
  {
      ImGuiState& g = *GImGui;
      IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
      return g.IO.MouseReleased[button];
  }
  
  bool ImGui::IsMouseDoubleClicked(int button)
  {
      ImGuiState& g = *GImGui;
      IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
      return g.IO.MouseDoubleClicked[button];
  }
  
  bool ImGui::IsMouseDragging(int button, float lock_threshold)
  {
      ImGuiState& g = *GImGui;
      IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
      if (!g.IO.MouseDown[button])
          return false;
      if (lock_threshold < 0.0f)
          lock_threshold = g.IO.MouseDragThreshold;
      return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
  }
  
  ImVec2 ImGui::GetMousePos()
  {
      return GImGui->IO.MousePos;
  }
  
  // NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
  ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
  {
      ImGuiState& g = *GImGui;
      if (g.CurrentPopupStack.Size > 0)
          return g.OpenedPopupStack[g.CurrentPopupStack.Size-1].MousePosOnOpen;
      return g.IO.MousePos;
  }
  
  ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
  {
      ImGuiState& g = *GImGui;
      IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
      if (lock_threshold < 0.0f)
          lock_threshold = g.IO.MouseDragThreshold;
      if (g.IO.MouseDown[button])
          if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
              return g.IO.MousePos - g.IO.MouseClickedPos[button];     // Assume we can only get active with left-mouse button (at the moment).
      return ImVec2(0.0f, 0.0f);
  }
  
  void ImGui::ResetMouseDragDelta(int button)
  {
      ImGuiState& g = *GImGui;
      IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
      // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
      g.IO.MouseClickedPos[button] = g.IO.MousePos;
  }
  
  ImGuiMouseCursor ImGui::GetMouseCursor()
  {
      return GImGui->MouseCursor;
  }
  
  void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
  {
      GImGui->MouseCursor = cursor_type;
  }
  
  void ImGui::CaptureKeyboardFromApp()
  {
      GImGui->CaptureKeyboardNextFrame = true;
  }
  
  void ImGui::CaptureMouseFromApp()
  {
      GImGui->CaptureMouseNextFrame = true;
  }
  
  bool ImGui::IsItemHovered()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.LastItemHoveredAndUsable;
  }
  
  bool ImGui::IsItemHoveredRect()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.LastItemHoveredRect;
  }
  
  bool ImGui::IsItemActive()
  {
      ImGuiState& g = *GImGui;
      if (g.ActiveId)
      {
          ImGuiWindow* window = GetCurrentWindowRead();
          return g.ActiveId == window->DC.LastItemID;
      }
      return false;
  }
  
  bool ImGui::IsAnyItemHovered()
  {
      return GImGui->HoveredId != 0 || GImGui->HoveredIdPreviousFrame != 0;
  }
  
  bool ImGui::IsAnyItemActive()
  {
      return GImGui->ActiveId != 0;
  }
  
  bool ImGui::IsItemVisible()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      ImRect r(window->ClipRect);
      return r.Overlaps(window->DC.LastItemRect);
  }
  
  ImVec2 ImGui::GetItemRectMin()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.LastItemRect.Min;
  }
  
  ImVec2 ImGui::GetItemRectMax()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.LastItemRect.Max;
  }
  
  ImVec2 ImGui::GetItemRectSize()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.LastItemRect.GetSize();
  }
  
  ImVec2 ImGui::CalcItemRectClosestPoint(const ImVec2& pos, bool on_edge, float outward)
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      ImRect rect = window->DC.LastItemRect;
      rect.Expand(outward);
      return rect.GetClosestPoint(pos, on_edge);
  }
  
  // Tooltip is stored and turned into a BeginTooltip()/EndTooltip() sequence at the end of the frame. Each call override previous value.
  void ImGui::SetTooltipV(const char* fmt, va_list args)
  {
      ImGuiState& g = *GImGui;
      ImFormatStringV(g.Tooltip, IM_ARRAYSIZE(g.Tooltip), fmt, args);
  }
  
  void ImGui::SetTooltip(const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      SetTooltipV(fmt, args);
      va_end(args);
  }
  
  static ImRect GetVisibleRect()
  {
      ImGuiState& g = *GImGui;
      if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
          return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax);
      return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
  }
  
  void ImGui::BeginTooltip()
  {
      ImGuiState& g = *GImGui;
      ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
      ImGui::Begin("##Tooltip", NULL, ImVec2(0,0), g.Style.Colors[ImGuiCol_TooltipBg].w, flags);
  }
  
  void ImGui::EndTooltip()
  {
      IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);
      ImGui::End();
  }
  
  static bool IsPopupOpen(ImGuiID id)
  {
      ImGuiState& g = *GImGui;
      const bool opened = g.OpenedPopupStack.Size > g.CurrentPopupStack.Size && g.OpenedPopupStack[g.CurrentPopupStack.Size].PopupID == id;
      return opened;
  }
  
  // One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
  void ImGui::OpenPopup(const char* str_id)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = g.CurrentWindow;
      ImGuiID id = window->GetID(str_id);
      int current_stack_size = g.CurrentPopupStack.Size;
      ImGuiPopupRef popup_ref = ImGuiPopupRef(id, window, window->GetID("##menus"), g.IO.MousePos); // Tagged as new ref because constructor sets Window to NULL (we are passing the ParentWindow info here)
      if (g.OpenedPopupStack.Size < current_stack_size + 1)
          g.OpenedPopupStack.push_back(popup_ref);
      else if (g.OpenedPopupStack[current_stack_size].PopupID != id)
      {
          g.OpenedPopupStack.resize(current_stack_size+1);
          g.OpenedPopupStack[current_stack_size] = popup_ref;
      }
  }
  
  static void CloseInactivePopups()
  {
      ImGuiState& g = *GImGui;
      if (g.OpenedPopupStack.empty())
          return;
  
      // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
      // Don't close our own child popup windows
      int n = 0;
      if (g.FocusedWindow)
      {
          for (n = 0; n < g.OpenedPopupStack.Size; n++)
          {
              ImGuiPopupRef& popup = g.OpenedPopupStack[n];
              if (!popup.Window)
                  continue;
              IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
              if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
                  continue;
  
              bool has_focus = false;
              for (int m = n; m < g.OpenedPopupStack.Size && !has_focus; m++)
                  has_focus = (g.OpenedPopupStack[m].Window && g.OpenedPopupStack[m].Window->RootWindow == g.FocusedWindow->RootWindow);
              if (!has_focus)
                  break;
          }
      }
      if (n < g.OpenedPopupStack.Size)   // This test is not required but it allows to set a useful breakpoint on the line below
          g.OpenedPopupStack.resize(n);
  }
  
  static ImGuiWindow* GetFrontMostModalRootWindow()
  {
      ImGuiState& g = *GImGui;
      if (!g.OpenedPopupStack.empty())
          if (ImGuiWindow* front_most_popup = g.OpenedPopupStack.back().Window)
              if (front_most_popup->Flags & ImGuiWindowFlags_Modal)
                  return front_most_popup;
      return NULL;
  }
  
  static void ClosePopupToLevel(int remaining)
  {
      ImGuiState& g = *GImGui;
      if (remaining > 0)
          ImGui::FocusWindow(g.OpenedPopupStack[remaining-1].Window);
      else
          ImGui::FocusWindow(g.OpenedPopupStack[0].ParentWindow);
      g.OpenedPopupStack.resize(remaining);
  }
  
  static void ClosePopup(ImGuiID id)
  {
      if (!IsPopupOpen(id))
          return;
      ImGuiState& g = *GImGui;
      ClosePopupToLevel(g.OpenedPopupStack.Size - 1);
  }
  
  // Close the popup we have begin-ed into.
  void ImGui::CloseCurrentPopup()
  {
      ImGuiState& g = *GImGui;
      int popup_idx = g.CurrentPopupStack.Size - 1;
      if (popup_idx < 0 || popup_idx > g.OpenedPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupID != g.OpenedPopupStack[popup_idx].PopupID)
          return;
      while (popup_idx > 0 && g.OpenedPopupStack[popup_idx].Window && (g.OpenedPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu))
          popup_idx--;
      ClosePopupToLevel(popup_idx);
  }
  
  static void ClearSetNextWindowData()
  {
      ImGuiState& g = *GImGui;
      g.SetNextWindowPosCond = g.SetNextWindowSizeCond = g.SetNextWindowContentSizeCond = g.SetNextWindowCollapsedCond = g.SetNextWindowFocus = 0;
  }
  
  static bool BeginPopupEx(const char* str_id, ImGuiWindowFlags extra_flags)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = g.CurrentWindow;
      const ImGuiID id = window->GetID(str_id);
      if (!IsPopupOpen(id))
      {
          ClearSetNextWindowData(); // We behave like Begin() and need to consume those values
          return false;
      }
  
      ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
      ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
  
      char name[32];
      if (flags & ImGuiWindowFlags_ChildMenu)
          ImFormatString(name, 20, "##menu_%d", g.CurrentPopupStack.Size);    // Recycle windows based on depth
      else
          ImFormatString(name, 20, "##popup_%08x", id); // Not recycling, so we can close/open during the same frame
      float alpha = 1.0f;
  
      bool opened = ImGui::Begin(name, NULL, ImVec2(0.0f, 0.0f), alpha, flags);
      if (!(window->Flags & ImGuiWindowFlags_ShowBorders))
          g.CurrentWindow->Flags &= ~ImGuiWindowFlags_ShowBorders;
      if (!opened) // opened can be 'false' when the popup is completely clipped (e.g. zero size display)
          ImGui::EndPopup();
  
      return opened;
  }
  
  bool ImGui::BeginPopup(const char* str_id)
  {
      return BeginPopupEx(str_id, ImGuiWindowFlags_ShowBorders);
  }
  
  bool ImGui::BeginPopupModal(const char* name, bool* p_opened, ImGuiWindowFlags extra_flags)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = g.CurrentWindow;
      const ImGuiID id = window->GetID(name);
      if (!IsPopupOpen(id))
      {
          ClearSetNextWindowData(); // We behave like Begin() and need to consume those values
          return false;
      }
  
      ImGuiWindowFlags flags = extra_flags|ImGuiWindowFlags_Popup|ImGuiWindowFlags_Modal|ImGuiWindowFlags_NoCollapse|ImGuiWindowFlags_NoSavedSettings;
      bool opened = ImGui::Begin(name, p_opened, ImVec2(0.0f, 0.0f), -1.0f, flags);
      if (!opened || (p_opened && !*p_opened)) // Opened can be 'false' when the popup is completely clipped (e.g. zero size display)
      {
          ImGui::EndPopup();
          if (opened)
              ClosePopup(id);
          return false;
      }
  
      return opened;
  }
  
  void ImGui::EndPopup()
  {
      ImGuiWindow* window = GetCurrentWindow();
      IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);
      IM_ASSERT(GImGui->CurrentPopupStack.Size > 0);
      ImGui::End();
      if (!(window->Flags & ImGuiWindowFlags_Modal))
          ImGui::PopStyleVar();
  }
  
  bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
  {
      if (ImGui::IsItemHovered() && ImGui::IsMouseClicked(mouse_button))
          ImGui::OpenPopup(str_id);
      return ImGui::BeginPopup(str_id);
  }
  
  bool ImGui::BeginPopupContextWindow(bool also_over_items, const char* str_id, int mouse_button)
  {
      if (!str_id) str_id = "window_context_menu";
      if (ImGui::IsMouseHoveringWindow() && ImGui::IsMouseClicked(mouse_button))
          if (also_over_items || !ImGui::IsAnyItemHovered())
              ImGui::OpenPopup(str_id);
      return ImGui::BeginPopup(str_id);
  }
  
  bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
  {
      if (!str_id) str_id = "void_context_menu";
      if (!ImGui::IsMouseHoveringAnyWindow() && ImGui::IsMouseClicked(mouse_button))
          ImGui::OpenPopup(str_id);
      return ImGui::BeginPopup(str_id);
  }
  
  bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
  {
      ImGuiWindow* window = GetCurrentWindow();
      ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow;
  
      const ImVec2 content_avail = ImGui::GetContentRegionAvail();
      ImVec2 size = ImRound(size_arg);
      if (size.x <= 0.0f)
      {
          if (size.x == 0.0f)
              flags |= ImGuiWindowFlags_ChildWindowAutoFitX;
          size.x = ImMax(content_avail.x, 4.0f) - fabsf(size.x); // Arbitrary minimum zero-ish child size of 4.0f (0.0f causing too much issues)
      }
      if (size.y <= 0.0f)
      {
          if (size.y == 0.0f)
              flags |= ImGuiWindowFlags_ChildWindowAutoFitY;
          size.y = ImMax(content_avail.y, 4.0f) - fabsf(size.y);
      }
      if (border)
          flags |= ImGuiWindowFlags_ShowBorders;
      flags |= extra_flags;
  
      char title[256];
      ImFormatString(title, IM_ARRAYSIZE(title), "%s.%s", window->Name, str_id);
  
      const float alpha = 1.0f;
      bool ret = ImGui::Begin(title, NULL, size, alpha, flags);
  
      if (!(window->Flags & ImGuiWindowFlags_ShowBorders))
          GetCurrentWindow()->Flags &= ~ImGuiWindowFlags_ShowBorders;
  
      return ret;
  }
  
  bool ImGui::BeginChild(ImGuiID id, const ImVec2& size, bool border, ImGuiWindowFlags extra_flags)
  {
      char str_id[32];
      ImFormatString(str_id, IM_ARRAYSIZE(str_id), "child_%08x", id);
      bool ret = ImGui::BeginChild(str_id, size, border, extra_flags);
      return ret;
  }
  
  void ImGui::EndChild()
  {
      ImGuiWindow* window = GetCurrentWindow();
  
      IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);
      if ((window->Flags & ImGuiWindowFlags_ComboBox) || window->BeginCount > 1)
      {
          ImGui::End();
      }
      else
      {
          // When using auto-filling child window, we don't provide full width/height to ItemSize so that it doesn't feed back into automatic size-fitting.
          ImGuiState& g = *GImGui;
          ImVec2 sz = ImGui::GetWindowSize();
          if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitX) // Arbitrary minimum zeroish child size of 4.0f
              sz.x = ImMax(4.0f, sz.x - g.Style.WindowPadding.x);
          if (window->Flags & ImGuiWindowFlags_ChildWindowAutoFitY)
              sz.y = ImMax(4.0f, sz.y - g.Style.WindowPadding.y);
  
          ImGui::End();
  
          window = GetCurrentWindow();
          ImRect bb(window->DC.CursorPos, window->DC.CursorPos + sz);
          ItemSize(sz);
          ItemAdd(bb, NULL);
      }
  }
  
  // Helper to create a child window / scrolling region that looks like a normal widget frame.
  bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size)
  {
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      ImGui::PushStyleColor(ImGuiCol_ChildWindowBg, style.Colors[ImGuiCol_FrameBg]);
      ImGui::PushStyleVar(ImGuiStyleVar_ChildWindowRounding, style.FrameRounding);
      return ImGui::BeginChild(id, size, false, ImGuiWindowFlags_NoMove);
  }
  
  void ImGui::EndChildFrame()
  {
      ImGui::EndChild();
      ImGui::PopStyleVar();
      ImGui::PopStyleColor();
  }
  
  // Save and compare stack sizes on Begin()/End() to detect usage errors
  static void CheckStacksSize(ImGuiWindow* window, bool write)
  {
      // NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
      ImGuiState& g = *GImGui;
      int* p_backup = &window->DC.StackSizesBackup[0];
      { int current = window->IDStack.Size;       if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; }    // User forgot PopID()
      { int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; }    // User forgot EndGroup()
      { int current = g.CurrentPopupStack.Size;   if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; }    // User forgot EndPopup()/EndMenu()
      { int current = g.ColorModifiers.Size;      if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; }    // User forgot PopStyleColor()
      { int current = g.StyleModifiers.Size;      if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; }    // User forgot PopStyleVar()
      { int current = g.FontStack.Size;           if (write) *p_backup = current; else IM_ASSERT(*p_backup == current); p_backup++; }    // User forgot PopFont()
      IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
  }
  
  static ImVec2 FindBestPopupWindowPos(const ImVec2& base_pos, const ImVec2& size, ImGuiWindowFlags flags, int* last_dir, const ImRect& r_inner)
  {
      const ImGuiStyle& style = GImGui->Style;
  
      // Clamp into visible area while not overlapping the cursor
      ImRect r_outer(GetVisibleRect());
      r_outer.Reduce(style.DisplaySafeAreaPadding);
      ImVec2 base_pos_clamped = ImClamp(base_pos, r_outer.Min, r_outer.Max - size);
  
      for (int n = (*last_dir != -1) ? -1 : 0; n < 4; n++)   // Right, down, up, left. Favor last used direction.
      {
          const int dir = (n == -1) ? *last_dir : n;
          ImRect rect(dir == 0 ? r_inner.Max.x : r_outer.Min.x, dir == 1 ? r_inner.Max.y : r_outer.Min.y, dir == 3 ? r_inner.Min.x : r_outer.Max.x, dir == 2 ? r_inner.Min.y : r_outer.Max.y);
          if (rect.GetWidth() < size.x || rect.GetHeight() < size.y)
              continue;
          *last_dir = dir;
          return ImVec2(dir == 0 ? r_inner.Max.x : dir == 3 ? r_inner.Min.x - size.x : base_pos_clamped.x, dir == 1 ? r_inner.Max.y : dir == 2 ? r_inner.Min.y - size.y : base_pos_clamped.y);
      }
  
      // Fallback
      *last_dir = -1;
      if (flags & ImGuiWindowFlags_Tooltip) // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
          return base_pos + ImVec2(2,2);
  
      // Otherwise try to keep within display
      ImVec2 pos = base_pos;
      pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
      pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
      return pos;
  }
  
  static ImGuiWindow* FindWindowByName(const char* name)
  {
      // FIXME-OPT: Store sorted hashes -> pointers.
      ImGuiState& g = *GImGui;
      ImGuiID id = ImHash(name, 0);
      for (int i = 0; i < g.Windows.Size; i++)
          if (g.Windows[i]->ID == id)
              return g.Windows[i];
      return NULL;
  }
  
  static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
  {
      ImGuiState& g = *GImGui;
  
      // Create window the first time
      ImGuiWindow* window = (ImGuiWindow*)ImGui::MemAlloc(sizeof(ImGuiWindow));
      new(window) ImGuiWindow(name);
      window->Flags = flags;
  
      if (flags & ImGuiWindowFlags_NoSavedSettings)
      {
          // User can disable loading and saving of settings. Tooltip and child windows also don't store settings.
          window->Size = window->SizeFull = size;
      }
      else
      {
          // Retrieve settings from .ini file
          // Use SetWindowPos() or SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
          window->PosFloat = ImVec2(60, 60);
          window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
  
          ImGuiIniData* settings = FindWindowSettings(name);
          if (!settings)
          {
              settings = AddWindowSettings(name);
          }
          else
          {
              window->SetWindowPosAllowFlags &= ~ImGuiSetCond_FirstUseEver;
              window->SetWindowSizeAllowFlags &= ~ImGuiSetCond_FirstUseEver;
              window->SetWindowCollapsedAllowFlags &= ~ImGuiSetCond_FirstUseEver;
          }
  
          if (settings->Pos.x != FLT_MAX)
          {
              window->PosFloat = settings->Pos;
              window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
              window->Collapsed = settings->Collapsed;
          }
  
          if (ImLengthSqr(settings->Size) > 0.00001f && !(flags & ImGuiWindowFlags_NoResize))
              size = settings->Size;
          window->Size = window->SizeFull = size;
      }
  
      if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
      {
          window->AutoFitFramesX = window->AutoFitFramesY = 2;
          window->AutoFitOnlyGrows = false;
      }
      else
      {
          if (window->Size.x <= 0.0f)
              window->AutoFitFramesX = 2;
          if (window->Size.y <= 0.0f)
              window->AutoFitFramesY = 2;
          window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
      }
  
      g.Windows.push_back(window);
      return window;
  }
  
  // Push a new ImGui window to add widgets to.
  // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
  // - Begin/End can be called multiple times during the frame with the same window name to append content.
  // - 'size_on_first_use' for a regular window denote the initial size for first-time creation (no saved data) and isn't that useful. Use SetNextWindowSize() prior to calling Begin() for more flexible window manipulation.
  // - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
  //   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
  // - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
  // - Passing 'bool* p_opened' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
  // - Passing non-zero 'size' is roughly equivalent to calling SetNextWindowSize(size, ImGuiSetCond_FirstUseEver) prior to calling Begin().
  bool ImGui::Begin(const char* name, bool* p_opened, ImGuiWindowFlags flags)
  {
      return ImGui::Begin(name, p_opened, ImVec2(0.f, 0.f), -1.0f, flags);
  }
  
  bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size_on_first_use, float bg_alpha, ImGuiWindowFlags flags)
  {
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      IM_ASSERT(g.Initialized);                       // Forgot to call ImGui::NewFrame()
      IM_ASSERT(name != NULL);                        // Must pass a name
  
      if (flags & ImGuiWindowFlags_NoInputs)
          flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
  
      // Find or create
      bool window_is_new = false;
      ImGuiWindow* window = FindWindowByName(name);
      if (!window)
      {
          window = CreateNewWindow(name, size_on_first_use, flags);
          window_is_new = true;
      }
  
      const int current_frame = ImGui::GetFrameCount();
      const bool first_begin_of_the_frame = (window->LastFrameDrawn != current_frame);
      if (first_begin_of_the_frame)
          window->Flags = (ImGuiWindowFlags)flags;
      else
          flags = window->Flags;
  
      // Add to stack
      ImGuiWindow* parent_window = !g.CurrentWindowStack.empty() ? g.CurrentWindowStack.back() : NULL;
      g.CurrentWindowStack.push_back(window);
      SetCurrentWindow(window);
      CheckStacksSize(window, true);
      IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
  
      bool window_was_visible = (window->LastFrameDrawn == current_frame - 1);   // Not using !WasActive because the implicit "Debug" window would always toggle off->on
      if (flags & ImGuiWindowFlags_Popup)
      {
          ImGuiPopupRef& popup_ref = g.OpenedPopupStack[g.CurrentPopupStack.Size];
          window_was_visible &= (window->PopupID == popup_ref.PopupID);
          window_was_visible &= (window == popup_ref.Window);
          popup_ref.Window = window;
          g.CurrentPopupStack.push_back(popup_ref);
          window->PopupID = popup_ref.PopupID;
      }
  
      // Process SetNextWindow***() calls
      bool window_pos_set_by_api = false, window_size_set_by_api = false;
      if (g.SetNextWindowPosCond)
      {
          const ImVec2 backup_cursor_pos = window->DC.CursorPos;                  // FIXME: not sure of the exact reason of this anymore :( need to look into that.
          if (!window_was_visible) window->SetWindowPosAllowFlags |= ImGuiSetCond_Appearing;
          window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.SetNextWindowPosCond) != 0;
          if (window_pos_set_by_api && ImLengthSqr(g.SetNextWindowPosVal - ImVec2(-FLT_MAX,-FLT_MAX)) < 0.001f)
          {
              window->SetWindowPosCenterWanted = true;                            // May be processed on the next frame if this is our first frame and we are measuring size
              window->SetWindowPosAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
          }
          else
          {
              ImGui::SetWindowPos(g.SetNextWindowPosVal, g.SetNextWindowPosCond);
          }
          window->DC.CursorPos = backup_cursor_pos;
          g.SetNextWindowPosCond = 0;
      }
      if (g.SetNextWindowSizeCond)
      {
          if (!window_was_visible) window->SetWindowSizeAllowFlags |= ImGuiSetCond_Appearing;
          window_size_set_by_api = (window->SetWindowSizeAllowFlags & g.SetNextWindowSizeCond) != 0;
          ImGui::SetWindowSize(g.SetNextWindowSizeVal, g.SetNextWindowSizeCond);
          g.SetNextWindowSizeCond = 0;
      }
      if (g.SetNextWindowContentSizeCond)
      {
          window->SizeContentsExplicit = g.SetNextWindowContentSizeVal;
          g.SetNextWindowContentSizeCond = 0;
      }
      else if (first_begin_of_the_frame)
      {
          window->SizeContentsExplicit = ImVec2(0.0f, 0.0f);
      }
      if (g.SetNextWindowCollapsedCond)
      {
          if (!window_was_visible) window->SetWindowCollapsedAllowFlags |= ImGuiSetCond_Appearing;
          ImGui::SetWindowCollapsed(g.SetNextWindowCollapsedVal, g.SetNextWindowCollapsedCond);
          g.SetNextWindowCollapsedCond = 0;
      }
      if (g.SetNextWindowFocus)
      {
          ImGui::SetWindowFocus();
          g.SetNextWindowFocus = false;
      }
  
      // Update known root window (if we are a child window, otherwise window == window->RootWindow)
      int root_idx, root_non_popup_idx;
      for (root_idx = g.CurrentWindowStack.Size - 1; root_idx > 0; root_idx--)
          if (!(g.CurrentWindowStack[root_idx]->Flags & ImGuiWindowFlags_ChildWindow))
              break;
      for (root_non_popup_idx = root_idx; root_non_popup_idx > 0; root_non_popup_idx--)
          if (!(g.CurrentWindowStack[root_non_popup_idx]->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
              break;
      window->RootWindow = g.CurrentWindowStack[root_idx];
      window->RootNonPopupWindow = g.CurrentWindowStack[root_non_popup_idx];      // This is merely for displaying the TitleBgActive color.
  
      // Default alpha
      if (bg_alpha < 0.0f)
          bg_alpha = style.WindowFillAlphaDefault;
  
      // When reusing window again multiple times a frame, just append content (don't need to setup again)
      if (first_begin_of_the_frame)
      {
          window->Active = true;
          window->BeginCount = 0;
          window->DrawList->Clear();
          window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
          window->LastFrameDrawn = current_frame;
          window->IDStack.resize(1);
  
          // Setup texture, outer clipping rectangle
          window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
          if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ComboBox|ImGuiWindowFlags_Popup)))
              PushClipRect(parent_window->ClipRect);
          else
              PushClipRect(GetVisibleRect());
  
          // New windows appears in front
          if (!window_was_visible)
          {
              window->AutoPosLastDirection = -1;
  
              if (!(flags & (ImGuiWindowFlags_ChildWindow|ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
                  FocusWindow(window);
  
              // Popup first latch mouse position, will position itself when it appears next frame
              if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
                  window->PosFloat = g.IO.MousePos;
          }
  
          // Collapse window by double-clicking on title bar
          // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
          if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
          {
              ImRect title_bar_rect = window->TitleBarRect();
              if (g.HoveredWindow == window && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
              {
                  window->Collapsed = !window->Collapsed;
                  if (!(flags & ImGuiWindowFlags_NoSavedSettings))
                      MarkSettingsDirty();
                  FocusWindow(window);
              }
          }
          else
          {
              window->Collapsed = false;
          }
  
          const bool window_appearing_after_being_hidden = (window->HiddenFrames == 1);
          if (window->HiddenFrames > 0)
              window->HiddenFrames--;
  
          // SIZE
  
          // Save contents size from last frame for auto-fitting (unless explicitly specified)
          window->SizeContents.x = (window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.x - window->Pos.x) + window->Scroll.x);
          window->SizeContents.y = (window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.y - window->Pos.y) + window->Scroll.y);
  
          // Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
          if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0 && !window_was_visible)
          {
              window->HiddenFrames = 1;
              if (flags & ImGuiWindowFlags_AlwaysAutoResize)
              {
                  if (!window_size_set_by_api)
                      window->Size = window->SizeFull = ImVec2(0.f, 0.f);
                  window->SizeContents = ImVec2(0.f, 0.f);
              }
          }
  
          // Lock window padding so that altering the ShowBorders flag for children doesn't have side-effects.
          window->WindowPadding = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_ShowBorders | ImGuiWindowFlags_ComboBox | ImGuiWindowFlags_Popup))) ? ImVec2(0,0) : style.WindowPadding;
  
          // Calculate auto-fit size
          ImVec2 size_auto_fit;
          if ((flags & ImGuiWindowFlags_Tooltip) != 0)
          {
              // Tooltip always resize. We keep the spacing symmetric on both axises for aesthetic purpose.
              size_auto_fit = window->SizeContents + window->WindowPadding - ImVec2(0.0f, style.ItemSpacing.y);
          }
          else
          {
              size_auto_fit = ImClamp(window->SizeContents + window->WindowPadding, style.WindowMinSize, ImMax(style.WindowMinSize, g.IO.DisplaySize - window->WindowPadding));
              
              // Handling case of auto fit window not fitting in screen on one axis, we are growing auto fit size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
              if (size_auto_fit.x < window->SizeContents.x && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar))
                  size_auto_fit.y += style.ScrollbarSize;
              if (size_auto_fit.y < window->SizeContents.y && !(flags & ImGuiWindowFlags_NoScrollbar))
                  size_auto_fit.x += style.ScrollbarSize;
              size_auto_fit.y = ImMax(size_auto_fit.y - style.ItemSpacing.y, 0.0f);
          }
  
          // Handle automatic resize
          if (window->Collapsed)
          {
              // We still process initial auto-fit on collapsed windows to get a window width,
              // But otherwise we don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
              if (window->AutoFitFramesX > 0)
                  window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
              if (window->AutoFitFramesY > 0)
                  window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
              window->Size = window->TitleBarRect().GetSize();
          }
          else
          {
              if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window_size_set_by_api)
              {
                  window->SizeFull = size_auto_fit;
              }
              else if ((window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) && !window_size_set_by_api)
              {
                  // Auto-fit only grows during the first few frames
                  if (window->AutoFitFramesX > 0)
                      window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
                  if (window->AutoFitFramesY > 0)
                      window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
                  if (!(flags & ImGuiWindowFlags_NoSavedSettings))
                      MarkSettingsDirty();
              }
              window->Size = window->SizeFull;
          }
  
          // Minimum window size
          if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
          {
              window->SizeFull = ImMax(window->SizeFull, style.WindowMinSize);
              if (!window->Collapsed)
                  window->Size = window->SizeFull;
          }
  
          // POSITION
  
          // Position child window
          if (flags & ImGuiWindowFlags_ChildWindow)
              parent_window->DC.ChildWindows.push_back(window);
          if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
          {
              window->Pos = window->PosFloat = parent_window->DC.CursorPos;
              window->Size = window->SizeFull = size_on_first_use; // NB: argument name 'size_on_first_use' misleading here, it's really just 'size' as provided by user.
          }
  
          bool window_pos_center = false;
          window_pos_center |= (window->SetWindowPosCenterWanted && window->HiddenFrames == 0);
          window_pos_center |= ((flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api && window_appearing_after_being_hidden);
          if (window_pos_center)
          {
              // Center (any sort of window)
              ImRect fullscreen_rect(GetVisibleRect());
              SetWindowPos(ImMax(style.DisplaySafeAreaPadding, fullscreen_rect.GetCenter() - window->SizeFull * 0.5f));
          }
          else if (flags & ImGuiWindowFlags_ChildMenu)
          {
              IM_ASSERT(window_pos_set_by_api);
              ImRect rect_to_avoid;
              if (parent_window->DC.MenuBarAppending)
                  rect_to_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
              else
                  rect_to_avoid = ImRect(parent_window->Pos.x + style.ItemSpacing.x, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - style.ItemSpacing.x - parent_window->ScrollbarSizes.x, FLT_MAX); // We want some overlap to convey the relative depth of each popup (here hard-coded to 4)
              window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
          }
          else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_appearing_after_being_hidden)
          {
              ImRect rect_to_avoid(window->PosFloat.x - 1, window->PosFloat.y - 1, window->PosFloat.x + 1, window->PosFloat.y + 1);
              window->PosFloat = FindBestPopupWindowPos(window->PosFloat, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
          }
  
          // Position tooltip (always follows mouse)
          if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api)
          {
              ImRect rect_to_avoid(g.IO.MousePos.x - 16, g.IO.MousePos.y - 8, g.IO.MousePos.x + 24, g.IO.MousePos.y + 24); // FIXME: Completely hard-coded. Perhaps center on cursor hit-point instead?
              window->PosFloat = FindBestPopupWindowPos(g.IO.MousePos, window->Size, flags, &window->AutoPosLastDirection, rect_to_avoid);
          }
  
          // User moving window (at the beginning of the frame to avoid input lag or sheering). Only valid for root windows.
          KeepAliveID(window->MoveID);
          if (g.ActiveId == window->MoveID)
          {
              if (g.IO.MouseDown[0])
              {
                  if (!(flags & ImGuiWindowFlags_NoMove))
                  {
                      window->PosFloat += g.IO.MouseDelta;
                      if (!(flags & ImGuiWindowFlags_NoSavedSettings))
                          MarkSettingsDirty();
                  }
                  IM_ASSERT(g.MovedWindow != NULL);
                  FocusWindow(g.MovedWindow);
              }
              else
              {
                  SetActiveID(0);
                  g.MovedWindow = NULL;   // Not strictly necessary but doing it for sanity.
              }
          }
  
          // Clamp position so it stays visible
          if (!(flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
          {
              if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
              {
                  ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
                  window->PosFloat = ImMax(window->PosFloat + window->Size, padding) - window->Size;
                  window->PosFloat = ImMin(window->PosFloat, g.IO.DisplaySize - padding);
              }
          }
          window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
  
          // Default item width. Make it proportional to window size if window manually resizes
          if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
              window->ItemWidthDefault = (float)(int)(window->Size.x * 0.65f);
          else
              window->ItemWidthDefault = (float)(int)(g.FontSize * 16.0f);
  
          // Prepare for focus requests
          window->FocusIdxAllRequestCurrent = (window->FocusIdxAllRequestNext == IM_INT_MAX || window->FocusIdxAllCounter == -1) ? IM_INT_MAX : (window->FocusIdxAllRequestNext + (window->FocusIdxAllCounter+1)) % (window->FocusIdxAllCounter+1);
          window->FocusIdxTabRequestCurrent = (window->FocusIdxTabRequestNext == IM_INT_MAX || window->FocusIdxTabCounter == -1) ? IM_INT_MAX : (window->FocusIdxTabRequestNext + (window->FocusIdxTabCounter+1)) % (window->FocusIdxTabCounter+1);
          window->FocusIdxAllCounter = window->FocusIdxTabCounter = -1;
          window->FocusIdxAllRequestNext = window->FocusIdxTabRequestNext = IM_INT_MAX;
  
          // Apply scrolling
          if (window->ScrollTarget.x < FLT_MAX)
          {
              window->Scroll.x = window->ScrollTarget.x;
              window->ScrollTarget.x = FLT_MAX;
          }
          if (window->ScrollTarget.y < FLT_MAX)
          {
              float center_ratio = window->ScrollTargetCenterRatio.y;
              window->Scroll.y = window->ScrollTarget.y - ((1.0f - center_ratio) * window->TitleBarHeight()) - (center_ratio * window->SizeFull.y);
              window->ScrollTarget.y = FLT_MAX;
          }
          window->Scroll = ImMax(window->Scroll, ImVec2(0.0f, 0.0f));
          if (!window->Collapsed && !window->SkipItems)
              window->Scroll = ImMin(window->Scroll, ImMax(ImVec2(0.0f, 0.0f), window->SizeContents - window->SizeFull + window->ScrollbarSizes));
  
          // Modal window darkens what is behind them
          if ((flags & ImGuiWindowFlags_Modal) != 0 && window == GetFrontMostModalRootWindow())
          {
              ImRect fullscreen_rect = GetVisibleRect();
              window->DrawList->AddRectFilled(fullscreen_rect.Min, fullscreen_rect.Max, window->Color(ImGuiCol_ModalWindowDarkening, g.ModalWindowDarkeningRatio));
          }
  
          // Draw window + handle manual resize
          ImRect title_bar_rect = window->TitleBarRect();
          const float window_rounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildWindowRounding : style.WindowRounding;
          if (window->Collapsed)
          {
              // Draw title bar only
              window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_TitleBgCollapsed), window_rounding);
              if (flags & ImGuiWindowFlags_ShowBorders)
              {
                  window->DrawList->AddRect(title_bar_rect.GetTL()+ImVec2(1,1), title_bar_rect.GetBR()+ImVec2(1,1), window->Color(ImGuiCol_BorderShadow), window_rounding);
                  window->DrawList->AddRect(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_Border), window_rounding);
              }
          }
          else
          {
              ImU32 resize_col = 0;
              const float resize_corner_size = ImMax(g.FontSize * 1.35f, window_rounding + 1.0f + g.FontSize * 0.2f);
              if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && !(flags & ImGuiWindowFlags_NoResize))
              {
                  // Manual resize
                  const ImVec2 br = window->Rect().GetBR();
                  const ImRect resize_rect(br - ImVec2(resize_corner_size * 0.75f, resize_corner_size * 0.75f), br);
                  const ImGuiID resize_id = window->GetID("#RESIZE");
                  bool hovered, held;
                  ButtonBehavior(resize_rect, resize_id, &hovered, &held, true, ImGuiButtonFlags_FlattenChilds);
                  resize_col = window->Color(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
  
                  if (hovered || held)
                      g.MouseCursor = ImGuiMouseCursor_ResizeNWSE;
  
                  if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
                  {
                      // Manual auto-fit when double-clicking
                      window->SizeFull = size_auto_fit;
                      if (!(flags & ImGuiWindowFlags_NoSavedSettings))
                          MarkSettingsDirty();
                      SetActiveID(0);
                  }
                  else if (held)
                  {
                      window->SizeFull = ImMax(window->SizeFull + g.IO.MouseDelta, style.WindowMinSize);
                      if (!(flags & ImGuiWindowFlags_NoSavedSettings))
                          MarkSettingsDirty();
                  }
  
                  window->Size = window->SizeFull;
                  title_bar_rect = window->TitleBarRect();
              }
  
              // Scrollbars
              window->ScrollbarY = (window->SizeContents.y > window->Size.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar);
              window->ScrollbarX = (window->SizeContents.x > window->Size.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
              window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
  
              // Window background
              if (bg_alpha > 0.0f)
              {
                  if ((flags & ImGuiWindowFlags_ComboBox) != 0)
                      window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_ComboBg, bg_alpha), window_rounding);
                  else if ((flags & ImGuiWindowFlags_Tooltip) != 0)
                      window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_TooltipBg, bg_alpha), window_rounding);
                  else if ((flags & ImGuiWindowFlags_Popup) != 0)
                      window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
                  else if ((flags & ImGuiWindowFlags_ChildWindow) != 0)
                      window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size - window->ScrollbarSizes, window->Color(ImGuiCol_ChildWindowBg, bg_alpha), window_rounding, window->ScrollbarY ? (1|8) : (0xF));
                  else
                      window->DrawList->AddRectFilled(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_WindowBg, bg_alpha), window_rounding);
              }
  
              // Title bar
              if (!(flags & ImGuiWindowFlags_NoTitleBar))
                  window->DrawList->AddRectFilled(title_bar_rect.GetTL(), title_bar_rect.GetBR(), window->Color((g.FocusedWindow && window->RootNonPopupWindow == g.FocusedWindow->RootNonPopupWindow) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg), window_rounding, 1|2);
  
              // Menu bar
              if (flags & ImGuiWindowFlags_MenuBar)
              {
                  ImRect menu_bar_rect = window->MenuBarRect();
                  window->DrawList->AddRectFilled(menu_bar_rect.GetTL(), menu_bar_rect.GetBR(), window->Color(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, 1|2);
              }
  
              // Borders
              if (flags & ImGuiWindowFlags_ShowBorders)
              {
                  window->DrawList->AddRect(window->Pos+ImVec2(1,1), window->Pos+window->Size+ImVec2(1,1), window->Color(ImGuiCol_BorderShadow), window_rounding);
                  window->DrawList->AddRect(window->Pos, window->Pos+window->Size, window->Color(ImGuiCol_Border), window_rounding);
                  if (!(flags & ImGuiWindowFlags_NoTitleBar))
                      window->DrawList->AddLine(title_bar_rect.GetBL(), title_bar_rect.GetBR(), window->Color(ImGuiCol_Border));
              }
  
              // Scrollbars
              if (window->ScrollbarX)
                  Scrollbar(window, true);
              if (window->ScrollbarY)
                  Scrollbar(window, false);
  
              // Render resize grip
              // (after the input handling so we don't have a frame of latency)
              if (!(flags & ImGuiWindowFlags_NoResize))
              {
                  const ImVec2 br = window->Rect().GetBR();
                  window->DrawList->PathLineTo(br + ImVec2(-resize_corner_size, 0.0f));
                  window->DrawList->PathLineTo(br + ImVec2(0.0f, -resize_corner_size));
                  window->DrawList->PathArcToFast(ImVec2(br.x - window_rounding, br.y - window_rounding), window_rounding, 0, 3);
                  window->DrawList->PathFill(resize_col);
              }
          }
  
          // Setup drawing context
          window->DC.ColumnsStartX = 0.0f + window->WindowPadding.x - window->Scroll.x;
          window->DC.ColumnsOffsetX = 0.0f;
          window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.ColumnsStartX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y);
          window->DC.CursorPos = window->DC.CursorStartPos;
          window->DC.CursorPosPrevLine = window->DC.CursorPos;
          window->DC.CursorMaxPos = window->DC.CursorStartPos;
          window->DC.CurrentLineHeight = window->DC.PrevLineHeight = 0.0f;
          window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
          window->DC.MenuBarAppending = false;
          window->DC.MenuBarOffsetX = ImMax(window->WindowPadding.x, style.ItemSpacing.x);
          window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
          window->DC.ChildWindows.resize(0);
          window->DC.LayoutType = ImGuiLayoutType_Vertical;
          window->DC.ItemWidth = window->ItemWidthDefault;
          window->DC.ItemWidthStack.resize(0);
          window->DC.ButtonRepeat = false;
          window->DC.ButtonRepeatStack.resize(0);
          window->DC.AllowKeyboardFocus = true;
          window->DC.AllowKeyboardFocusStack.resize(0);
          window->DC.TextWrapPos = -1.0f; // disabled
          window->DC.TextWrapPosStack.resize(0);
          window->DC.ColorEditMode = ImGuiColorEditMode_UserSelect;
          window->DC.ColumnsCurrent = 0;
          window->DC.ColumnsCount = 1;
          window->DC.ColumnsStartPos = window->DC.CursorPos;
          window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.ColumnsStartPos.y;
          window->DC.TreeDepth = 0;
          window->DC.StateStorage = &window->StateStorage;
          window->DC.GroupStack.resize(0);
          window->MenuColumns.Update(3, style.ItemSpacing.x, !window_was_visible);
  
          if (window->AutoFitFramesX > 0)
              window->AutoFitFramesX--;
          if (window->AutoFitFramesY > 0)
              window->AutoFitFramesY--;
  
          // Title bar
          if (!(flags & ImGuiWindowFlags_NoTitleBar))
          {
              if (p_opened != NULL)
                  CloseWindowButton(p_opened);
  
              const ImVec2 text_size = CalcTextSize(name, NULL, true);
              if (!(flags & ImGuiWindowFlags_NoCollapse))
                  RenderCollapseTriangle(window->Pos + style.FramePadding, !window->Collapsed, 1.0f, true);
  
              ImVec2 text_min = window->Pos + style.FramePadding;
              ImVec2 text_max = window->Pos + ImVec2(window->Size.x - style.FramePadding.x, style.FramePadding.y*2 + text_size.y);
              ImVec2 clip_max = ImVec2(window->Pos.x + window->Size.x - (p_opened ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x), text_max.y); // Match the size of CloseWindowButton()
              bool pad_left = (flags & ImGuiWindowFlags_NoCollapse) == 0;
              bool pad_right = (p_opened != NULL);
              if (style.WindowTitleAlign & ImGuiAlign_Center) pad_right = pad_left;
              if (pad_left) text_min.x += g.FontSize + style.ItemInnerSpacing.x;
              if (pad_right) text_max.x -= g.FontSize + style.ItemInnerSpacing.x;
              RenderTextClipped(text_min, text_max, name, NULL, &text_size, style.WindowTitleAlign, NULL, &clip_max);
          }
  
          // Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
          window->ClippedWindowRect = window->Rect();
          window->ClippedWindowRect.Clip(window->ClipRect);
  
          // Pressing CTRL+C while holding on a window copy its content to the clipboard
          // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
          // Maybe we can support CTRL+C on every element?
          /*
          if (g.ActiveId == move_id)
              if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
                  ImGui::LogToClipboard();
          */
      }
  
      // Inner clipping rectangle
      // We set this up after processing the resize grip so that our clip rectangle doesn't lag by a frame
      // Note that if our window is collapsed we will end up with a null clipping rectangle which is the correct behavior.
      const ImRect title_bar_rect = window->TitleBarRect();
      ImRect clip_rect(title_bar_rect.Min.x+0.5f+window->WindowPadding.x*0.5f, title_bar_rect.Max.y+window->MenuBarHeight()+0.5f, window->Pos.x+window->Size.x+0.5f-window->WindowPadding.x*0.5f, window->Pos.y+window->Size.y+0.5f);
      if ((flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_ShowBorders))
          clip_rect.Min += ImVec2(1.0f,1.0f);
      clip_rect.Max.x -= window->ScrollbarY ? style.ScrollbarSize : 0.0f;
      clip_rect.Max.y -= window->ScrollbarX ? style.ScrollbarSize : 0.0f;
      PushClipRect(clip_rect);
  
      // Clear 'accessed' flag last thing
      if (first_begin_of_the_frame)
          window->Accessed = false;
      window->BeginCount++;
  
      // Child window can be out of sight and have "negative" clip windows.
      // Mark them as collapsed so commands are skipped earlier (we can't manually collapse because they have no title bar).
      if (flags & ImGuiWindowFlags_ChildWindow)
      {
          IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
          window->Collapsed = parent_window && parent_window->Collapsed;
  
          if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
              window->Collapsed |= (window->ClipRect.Min.x >= window->ClipRect.Max.x || window->ClipRect.Min.y >= window->ClipRect.Max.y);
  
          // We also hide the window from rendering because we've already added its border to the command list.
          // (we could perform the check earlier in the function but it is simpler at this point)
          if (window->Collapsed)
              window->Active = false;
      }
      if (style.Alpha <= 0.0f)
          window->Active = false;
  
      // Return false if we don't intend to display anything to allow user to perform an early out optimization
      window->SkipItems = (window->Collapsed || !window->Active) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0;
      return !window->SkipItems;
  }
  
  void ImGui::End()
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = g.CurrentWindow;
  
      ImGui::Columns(1, "#CloseColumns");
      PopClipRect();   // inner window clip rectangle
  
      // Stop logging
      if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
          ImGui::LogFinish();
  
      // Pop
      // NB: we don't clear 'window->RootWindow'. The pointer is allowed to live until the next call to Begin().
      g.CurrentWindowStack.pop_back();
      if (window->Flags & ImGuiWindowFlags_Popup)
          g.CurrentPopupStack.pop_back();
      CheckStacksSize(window, false);
      SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
  }
  
  // Vertical scrollbar
  // The entire piece of code below is rather confusing because:
  // - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
  // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
  // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
  static void Scrollbar(ImGuiWindow* window, bool horizontal)
  {
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
  
      // Render background
      bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
      float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
      const ImRect window_rect = window->Rect();
      ImRect bb = horizontal
          ? ImRect(window->Pos.x + 1, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - 1 - other_scrollbar_size_w, window_rect.Max.y)
          : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + window->TitleBarHeight()+1, window_rect.Max.x, window_rect.Max.y - 1 - other_scrollbar_size_w);
      window->DrawList->AddRectFilled(bb.Min, bb.Max, window->Color(ImGuiCol_ScrollbarBg));
      bb.Expand(-3.0f);
  
      // V denote the main axis of the scrollbar
      float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
      float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
      float win_size_avail_v = (horizontal ? window->Size.x : window->Size.y) - other_scrollbar_size_w;
      float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
  
      // The grabable box size generally represent the amount visible (vs the total scrollable amount)
      // But we maintain a minimum size in pixel to allow for the user to still aim inside.
      const float grab_h_pixels = ImMin(ImMax(scrollbar_size_v * ImSaturate(win_size_avail_v / ImMax(win_size_contents_v, win_size_avail_v)), style.GrabMinSize), scrollbar_size_v);
      const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
  
      // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
      bool held = false;
      bool hovered = false;
      const bool previously_held = (g.ActiveId == id);
      ImGui::ButtonBehavior(bb, id, &hovered, &held, true);
  
      float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
      float scroll_ratio = ImSaturate(scroll_v / scroll_max);
      float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
      if (held && grab_h_norm < 1.0f)
      {
          float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
          float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
          float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
  
          // Click position in scrollbar normalized space (0.0f->1.0f)
          const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
          g.HoveredId = id;
  
          bool seek_absolute = false;
          if (!previously_held)
          {
              // On initial click calculate the distance between mouse and the center of the grab
              if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
              {
                  *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
              }
              else
              {
                  seek_absolute = true;
                  *click_delta_to_grab_center_v = 0.0f;
              }
          }
  
          // Apply scroll
          // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
          const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
          scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
          if (horizontal)
              window->Scroll.x = scroll_v;
          else
              window->Scroll.y = scroll_v;
  
          // Update values for rendering
          scroll_ratio = ImSaturate(scroll_v / scroll_max);
          grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
  
          // Update distance to grab now that we have seeked and saturated
          if (seek_absolute)
              *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
      }
  
      // Render
      const ImU32 grab_col = window->Color(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
      if (horizontal)
          window->DrawList->AddRectFilled(ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y), ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y), grab_col, style.ScrollbarRounding);
      else
          window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding);
  }
  
  // Moving window to front of display (which happens to be back of our sorted list)
  void ImGui::FocusWindow(ImGuiWindow* window)
  {
      ImGuiState& g = *GImGui;
  
      // Always mark the window we passed as focused. This is used for keyboard interactions such as tabbing.
      g.FocusedWindow = window;
  
      // Passing NULL allow to disable keyboard focus
      if (!window)
          return;
  
      // And move its root window to the top of the pile
      if (window->RootWindow)
          window = window->RootWindow;
  
      // Steal focus on active widgets
      if (window->Flags & ImGuiWindowFlags_Popup) // FIXME: This statement should be unnecessary. Need further testing before removing it..
          if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != window)
              ImGui::SetActiveID(0);
  
      if (g.Windows.back() == window)
          return;
  
      for (int i = 0; i < g.Windows.Size; i++)
          if (g.Windows[i] == window)
          {
              g.Windows.erase(g.Windows.begin() + i);
              break;
          }
      g.Windows.push_back(window);
  }
  
  void ImGui::PushItemWidth(float item_width)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
      window->DC.ItemWidthStack.push_back(window->DC.ItemWidth);
  }
  
  static void PushMultiItemsWidths(int components, float w_full)
  {
      ImGuiWindow* window = ImGui::GetCurrentWindow();
      const ImGuiStyle& style = GImGui->Style;
      if (w_full <= 0.0f)
          w_full = ImGui::CalcItemWidth();
      const float w_item_one  = ImMax(1.0f, (float)(int)((w_full - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)) / (float)components));
      const float w_item_last = ImMax(1.0f, (float)(int)(w_full - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)));
      window->DC.ItemWidthStack.push_back(w_item_last);
      for (int i = 0; i < components-1; i++)
          window->DC.ItemWidthStack.push_back(w_item_one);
      window->DC.ItemWidth = window->DC.ItemWidthStack.back();
  }
  
  void ImGui::PopItemWidth()
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.ItemWidthStack.pop_back();
      window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back();
  }
  
  float ImGui::CalcItemWidth()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      float w = window->DC.ItemWidth;
      if (w < 0.0f)
      {
          // Align to a right-side limit. We include 1 frame padding in the calculation because this is how the width is always used (we add 2 frame padding to it), but we could move that responsibility to the widget as well.
          ImGuiState& g = *GImGui;
          float width_to_right_edge = ImGui::GetContentRegionAvail().x;
          w = ImMax(1.0f, width_to_right_edge + w - g.Style.FramePadding.x * 2.0f);
      }
      w = (float)(int)w;
      return w;
  }
  
  static void SetCurrentFont(ImFont* font)
  {
      ImGuiState& g = *GImGui;
      IM_ASSERT(font && font->IsLoaded());
      IM_ASSERT(font->Scale > 0.0f);
      g.Font = font;
      g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;
      g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
      g.FontTexUvWhitePixel = g.Font->ContainerAtlas->TexUvWhitePixel;
  }
  
  void ImGui::PushFont(ImFont* font)
  {
      ImGuiState& g = *GImGui;
      if (!font)
          font = g.IO.Fonts->Fonts[0];
      SetCurrentFont(font);
      g.FontStack.push_back(font);
      g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
  }
  
  void  ImGui::PopFont()
  {
      ImGuiState& g = *GImGui;
      g.CurrentWindow->DrawList->PopTextureID();
      g.FontStack.pop_back();
      SetCurrentFont(g.FontStack.empty() ? g.IO.Fonts->Fonts[0] : g.FontStack.back());
  }
  
  void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.AllowKeyboardFocus = allow_keyboard_focus;
      window->DC.AllowKeyboardFocusStack.push_back(allow_keyboard_focus);
  }
  
  void ImGui::PopAllowKeyboardFocus()
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.AllowKeyboardFocusStack.pop_back();
      window->DC.AllowKeyboardFocus = window->DC.AllowKeyboardFocusStack.empty() ? true : window->DC.AllowKeyboardFocusStack.back();
  }
  
  void ImGui::PushButtonRepeat(bool repeat)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.ButtonRepeat = repeat;
      window->DC.ButtonRepeatStack.push_back(repeat);
  }
  
  void ImGui::PopButtonRepeat()
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.ButtonRepeatStack.pop_back();
      window->DC.ButtonRepeat = window->DC.ButtonRepeatStack.empty() ? false : window->DC.ButtonRepeatStack.back();
  }
  
  void ImGui::PushTextWrapPos(float wrap_pos_x)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.TextWrapPos = wrap_pos_x;
      window->DC.TextWrapPosStack.push_back(wrap_pos_x);
  }
  
  void ImGui::PopTextWrapPos()
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.TextWrapPosStack.pop_back();
      window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back();
  }
  
  void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
  {
      ImGuiState& g = *GImGui;
      ImGuiColMod backup;
      backup.Col = idx;
      backup.PreviousValue = g.Style.Colors[idx];
      g.ColorModifiers.push_back(backup);
      g.Style.Colors[idx] = col;
  }
  
  void ImGui::PopStyleColor(int count)
  {
      ImGuiState& g = *GImGui;
      while (count > 0)
      {
          ImGuiColMod& backup = g.ColorModifiers.back();
          g.Style.Colors[backup.Col] = backup.PreviousValue;
          g.ColorModifiers.pop_back();
          count--;
      }
  }
  
  static float* GetStyleVarFloatAddr(ImGuiStyleVar idx)
  {
      ImGuiState& g = *GImGui;
      switch (idx)
      {
      case ImGuiStyleVar_Alpha: return &g.Style.Alpha;
      case ImGuiStyleVar_WindowRounding: return &g.Style.WindowRounding;
      case ImGuiStyleVar_ChildWindowRounding: return &g.Style.ChildWindowRounding;
      case ImGuiStyleVar_FrameRounding: return &g.Style.FrameRounding;
      case ImGuiStyleVar_IndentSpacing: return &g.Style.IndentSpacing;
      case ImGuiStyleVar_GrabMinSize: return &g.Style.GrabMinSize;
      }
      return NULL;
  }
  
  static ImVec2* GetStyleVarVec2Addr(ImGuiStyleVar idx)
  {
      ImGuiState& g = *GImGui;
      switch (idx)
      {
      case ImGuiStyleVar_WindowPadding: return &g.Style.WindowPadding;
      case ImGuiStyleVar_WindowMinSize: return &g.Style.WindowMinSize;
      case ImGuiStyleVar_FramePadding: return &g.Style.FramePadding;
      case ImGuiStyleVar_ItemSpacing: return &g.Style.ItemSpacing;
      case ImGuiStyleVar_ItemInnerSpacing: return &g.Style.ItemInnerSpacing;
      }
      return NULL;
  }
  
  void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
  {
      ImGuiState& g = *GImGui;
      float* pvar = GetStyleVarFloatAddr(idx);
      IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a float.
      ImGuiStyleMod backup;
      backup.Var = idx;
      backup.PreviousValue = ImVec2(*pvar, 0.0f);
      g.StyleModifiers.push_back(backup);
      *pvar = val;
  }
  
  
  void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
  {
      ImGuiState& g = *GImGui;
      ImVec2* pvar = GetStyleVarVec2Addr(idx);
      IM_ASSERT(pvar != NULL); // Called function with wrong-type? Variable is not a ImVec2.
      ImGuiStyleMod backup;
      backup.Var = idx;
      backup.PreviousValue = *pvar;
      g.StyleModifiers.push_back(backup);
      *pvar = val;
  }
  
  void ImGui::PopStyleVar(int count)
  {
      ImGuiState& g = *GImGui;
      while (count > 0)
      {
          ImGuiStyleMod& backup = g.StyleModifiers.back();
          if (float* pvar_f = GetStyleVarFloatAddr(backup.Var))
              *pvar_f = backup.PreviousValue.x;
          else if (ImVec2* pvar_v = GetStyleVarVec2Addr(backup.Var))
              *pvar_v = backup.PreviousValue;
          g.StyleModifiers.pop_back();
          count--;
      }
  }
  
  const char* ImGui::GetStyleColName(ImGuiCol idx)
  {
      // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
      switch (idx)
      {
      case ImGuiCol_Text: return "Text";
      case ImGuiCol_TextDisabled: return "TextDisabled";
      case ImGuiCol_WindowBg: return "WindowBg";
      case ImGuiCol_ChildWindowBg: return "ChildWindowBg";
      case ImGuiCol_Border: return "Border";
      case ImGuiCol_BorderShadow: return "BorderShadow";
      case ImGuiCol_FrameBg: return "FrameBg";
      case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
      case ImGuiCol_FrameBgActive: return "FrameBgActive";
      case ImGuiCol_TitleBg: return "TitleBg";
      case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
      case ImGuiCol_TitleBgActive: return "TitleBgActive";
      case ImGuiCol_MenuBarBg: return "MenuBarBg";
      case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
      case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
      case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
      case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
      case ImGuiCol_ComboBg: return "ComboBg";
      case ImGuiCol_CheckMark: return "CheckMark";
      case ImGuiCol_SliderGrab: return "SliderGrab";
      case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
      case ImGuiCol_Button: return "Button";
      case ImGuiCol_ButtonHovered: return "ButtonHovered";
      case ImGuiCol_ButtonActive: return "ButtonActive";
      case ImGuiCol_Header: return "Header";
      case ImGuiCol_HeaderHovered: return "HeaderHovered";
      case ImGuiCol_HeaderActive: return "HeaderActive";
      case ImGuiCol_Column: return "Column";
      case ImGuiCol_ColumnHovered: return "ColumnHovered";
      case ImGuiCol_ColumnActive: return "ColumnActive";
      case ImGuiCol_ResizeGrip: return "ResizeGrip";
      case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
      case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
      case ImGuiCol_CloseButton: return "CloseButton";
      case ImGuiCol_CloseButtonHovered: return "CloseButtonHovered";
      case ImGuiCol_CloseButtonActive: return "CloseButtonActive";
      case ImGuiCol_PlotLines: return "PlotLines";
      case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
      case ImGuiCol_PlotHistogram: return "PlotHistogram";
      case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
      case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
      case ImGuiCol_TooltipBg: return "TooltipBg";
      case ImGuiCol_ModalWindowDarkening: return "ModalWindowDarkening";
      }
      IM_ASSERT(0);
      return "Unknown";
  }
  
  bool ImGui::IsWindowHovered()
  {
      ImGuiState& g = *GImGui;
      return g.HoveredWindow == g.CurrentWindow && IsWindowContentHoverable(g.HoveredRootWindow);
  }
  
  bool ImGui::IsWindowFocused()
  {
      ImGuiState& g = *GImGui;
      return g.FocusedWindow == g.CurrentWindow;
  }
  
  bool ImGui::IsRootWindowFocused()
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* root_window = g.CurrentWindow->RootWindow;
      return g.FocusedWindow == root_window;
  }
  
  bool ImGui::IsRootWindowOrAnyChildFocused()
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* root_window = g.CurrentWindow->RootWindow;
      return g.FocusedWindow && g.FocusedWindow->RootWindow == root_window;
  }
  
  float ImGui::GetWindowWidth()
  {
      ImGuiWindow* window = GImGui->CurrentWindow;
      return window->Size.x;
  }
  
  float ImGui::GetWindowHeight()
  {
      ImGuiWindow* window = GImGui->CurrentWindow;
      return window->Size.y;
  }
  
  ImVec2 ImGui::GetWindowPos()
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = g.CurrentWindow;
      return window->Pos;
  }
  
  static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
  {
      window->DC.CursorMaxPos.y += window->Scroll.y;
      window->Scroll.y = new_scroll_y;
      window->DC.CursorMaxPos.y -= window->Scroll.y;
  }
  
  static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiSetCond cond)
  {
      // Test condition (NB: bit 0 is always true) and clear flags for next time
      if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
          return;
      window->SetWindowPosAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
      window->SetWindowPosCenterWanted = false;
  
      // Set
      const ImVec2 old_pos = window->Pos;
      window->PosFloat = pos;
      window->Pos = ImVec2((float)(int)window->PosFloat.x, (float)(int)window->PosFloat.y);
      window->DC.CursorPos += (window->Pos - old_pos);    // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
      window->DC.CursorMaxPos += (window->Pos - old_pos); // And more importantly we need to adjust this so size calculation doesn't get affected.
  }
  
  void ImGui::SetWindowPos(const ImVec2& pos, ImGuiSetCond cond)
  {
      ImGuiWindow* window = GetCurrentWindow();
      SetWindowPos(window, pos, cond);
  }
  
  void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiSetCond cond)
  {
      ImGuiWindow* window = FindWindowByName(name);
      if (window)
          SetWindowPos(window, pos, cond);
  }
  
  ImVec2 ImGui::GetWindowSize()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->Size;
  }
  
  static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiSetCond cond)
  {
      // Test condition (NB: bit 0 is always true) and clear flags for next time
      if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
          return;
      window->SetWindowSizeAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
  
      // Set
      if (size.x > 0.0f)
      {
          window->AutoFitFramesX = 0;
          window->SizeFull.x = size.x;
      }
      else
      {
          window->AutoFitFramesX = 2;
          window->AutoFitOnlyGrows = false;
      }
      if (size.y > 0.0f)
      {
          window->AutoFitFramesY = 0;
          window->SizeFull.y = size.y;
      }
      else
      {
          window->AutoFitFramesY = 2;
          window->AutoFitOnlyGrows = false;
      }
  }
  
  void ImGui::SetWindowSize(const ImVec2& size, ImGuiSetCond cond)
  {
      SetWindowSize(GImGui->CurrentWindow, size, cond);
  }
  
  void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiSetCond cond)
  {
      ImGuiWindow* window = FindWindowByName(name);
      if (window)
          SetWindowSize(window, size, cond);
  }
  
  static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiSetCond cond)
  {
      // Test condition (NB: bit 0 is always true) and clear flags for next time
      if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
          return;
      window->SetWindowCollapsedAllowFlags &= ~(ImGuiSetCond_Once | ImGuiSetCond_FirstUseEver | ImGuiSetCond_Appearing);
  
      // Set
      window->Collapsed = collapsed;
  }
  
  void ImGui::SetWindowCollapsed(bool collapsed, ImGuiSetCond cond)
  {
      SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
  }
  
  bool ImGui::IsWindowCollapsed()
  {
      return GImGui->CurrentWindow->Collapsed;
  }
  
  void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiSetCond cond)
  {
      ImGuiWindow* window = FindWindowByName(name);
      if (window)
          SetWindowCollapsed(window, collapsed, cond);
  }
  
  void ImGui::SetWindowFocus()
  {
      FocusWindow(GImGui->CurrentWindow);
  }
  
  void ImGui::SetWindowFocus(const char* name)
  {
      if (name)
      {
          ImGuiWindow* window = FindWindowByName(name);
          if (window)
              FocusWindow(window);
      }
      else
      {
          FocusWindow(NULL);
      }
  }
  
  void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiSetCond cond)
  {
      ImGuiState& g = *GImGui;
      g.SetNextWindowPosVal = pos;
      g.SetNextWindowPosCond = cond ? cond : ImGuiSetCond_Always;
  }
  
  void ImGui::SetNextWindowPosCenter(ImGuiSetCond cond)
  {
      ImGuiState& g = *GImGui;
      g.SetNextWindowPosVal = ImVec2(-FLT_MAX, -FLT_MAX);
      g.SetNextWindowPosCond = cond ? cond : ImGuiSetCond_Always;
  }
  
  void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiSetCond cond)
  {
      ImGuiState& g = *GImGui;
      g.SetNextWindowSizeVal = size;
      g.SetNextWindowSizeCond = cond ? cond : ImGuiSetCond_Always;
  }
  
  void ImGui::SetNextWindowContentSize(const ImVec2& size)
  {
      ImGuiState& g = *GImGui;
      g.SetNextWindowContentSizeVal = size;
      g.SetNextWindowContentSizeCond = ImGuiSetCond_Always;
  }
  
  void ImGui::SetNextWindowContentWidth(float width)
  {
      ImGuiState& g = *GImGui;
      g.SetNextWindowContentSizeVal = ImVec2(width, g.SetNextWindowContentSizeCond ? g.SetNextWindowContentSizeVal.y : 0.0f);
      g.SetNextWindowContentSizeCond = ImGuiSetCond_Always;
  }
  
  void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiSetCond cond)
  {
      ImGuiState& g = *GImGui;
      g.SetNextWindowCollapsedVal = collapsed;
      g.SetNextWindowCollapsedCond = cond ? cond : ImGuiSetCond_Always;
  }
  
  void ImGui::SetNextWindowFocus()
  {
      ImGuiState& g = *GImGui;
      g.SetNextWindowFocus = true;
  }
  
  // In window space (not screen space!)
  ImVec2 ImGui::GetContentRegionMax()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      ImVec2 content_region_size = ImVec2(window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x - window->ScrollbarSizes.x, window->SizeContentsExplicit.y ? window->SizeContentsExplicit.y : window->Size.y - window->ScrollbarSizes.y);
      ImVec2 mx = content_region_size - window->Scroll - window->WindowPadding;
      if (window->DC.ColumnsCount != 1)
          mx.x = ImGui::GetColumnOffset(window->DC.ColumnsCurrent + 1) - window->WindowPadding.x;
      return mx;
  }
  
  ImVec2 ImGui::GetContentRegionAvail()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return GetContentRegionMax() - (window->DC.CursorPos - window->Pos);
  }
  
  float ImGui::GetContentRegionAvailWidth()
  {
      return GetContentRegionAvail().x;
  }
  
  // In window space (not screen space!)
  ImVec2 ImGui::GetWindowContentRegionMin()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return ImVec2(-window->Scroll.x, -window->Scroll.y + window->TitleBarHeight() + window->MenuBarHeight()) + window->WindowPadding;
  }
  
  ImVec2 ImGui::GetWindowContentRegionMax()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      ImVec2 content_region_size = ImVec2(window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x, window->SizeContentsExplicit.y ? window->SizeContentsExplicit.y : window->Size.y);
      ImVec2 m = content_region_size - window->Scroll - window->WindowPadding - window->ScrollbarSizes;
      return m;
  }
  
  float ImGui::GetWindowContentRegionWidth()
  {
      return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x;
  }
  
  float ImGui::GetTextLineHeight()
  {
      ImGuiState& g = *GImGui;
      return g.FontSize;
  }
  
  float ImGui::GetTextLineHeightWithSpacing()
  {
      ImGuiState& g = *GImGui;
      return g.FontSize + g.Style.ItemSpacing.y;
  }
  
  float ImGui::GetItemsLineHeightWithSpacing()
  {
      ImGuiState& g = *GImGui;
      return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
  }
  
  ImDrawList* ImGui::GetWindowDrawList()
  {
      ImGuiWindow* window = GetCurrentWindow();
      return window->DrawList;
  }
  
  ImFont* ImGui::GetWindowFont()
  {
      ImGuiState& g = *GImGui;
      return g.Font;
  }
  
  float ImGui::GetWindowFontSize()
  {
      ImGuiState& g = *GImGui;
      return g.FontSize;
  }
  
  void ImGui::SetWindowFontScale(float scale)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
      window->FontWindowScale = scale;
      g.FontSize = window->CalcFontSize();
  }
  
  // User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
  // Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
  ImVec2 ImGui::GetCursorPos()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.CursorPos - window->Pos + window->Scroll;
  }
  
  float ImGui::GetCursorPosX()
  {
      ImGuiWindow* window = GetCurrentWindow();
      return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
  }
  
  float ImGui::GetCursorPosY()
  {
      ImGuiWindow* window = GetCurrentWindow();
      return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
  }
  
  void ImGui::SetCursorPos(const ImVec2& local_pos)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
      window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
  }
  
  void ImGui::SetCursorPosX(float x)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
      window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
  }
  
  void ImGui::SetCursorPosY(float y)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
      window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
  }
  
  ImVec2 ImGui::GetCursorStartPos()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.CursorStartPos - window->Pos;
  }
  
  ImVec2 ImGui::GetCursorScreenPos()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.CursorPos;
  }
  
  void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.CursorPos = screen_pos;
  }
  
  float ImGui::GetScrollX()
  {
      return GImGui->CurrentWindow->Scroll.x;
  }
  
  float ImGui::GetScrollY()
  {
      return GImGui->CurrentWindow->Scroll.y;
  }
  
  float ImGui::GetScrollMaxX()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->SizeContents.x - window->SizeFull.x - window->ScrollbarSizes.x;
  }
  
  float ImGui::GetScrollMaxY()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->SizeContents.y - window->SizeFull.y - window->ScrollbarSizes.y;
  }
  
  void ImGui::SetScrollX(float scroll_x)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->ScrollTarget.x = scroll_x;
      window->ScrollTargetCenterRatio.x = 0.0f;
  }
  
  void ImGui::SetScrollY(float scroll_y)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->ScrollTarget.y = scroll_y + window->TitleBarHeight(); // title bar height canceled out when using ScrollTargetRelY
      window->ScrollTargetCenterRatio.y = 0.0f;
  }
  
  void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
  {
      // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
      ImGuiWindow* window = GetCurrentWindow();
      IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
      window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y);
      if (center_y_ratio <= 0.0f && window->ScrollTarget.y <= window->WindowPadding.y)    // Minor hack to make "scroll to top" take account of WindowPadding, else it would scroll to (WindowPadding.y - ItemSpacing.y)
          window->ScrollTarget.y = 0.0f;
      window->ScrollTargetCenterRatio.y = center_y_ratio;
  }
  
  // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
  void ImGui::SetScrollHere(float center_y_ratio)
  {
      ImGuiWindow* window = GetCurrentWindow();
      float target_y = window->DC.CursorPosPrevLine.y + (window->DC.PrevLineHeight * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
      ImGui::SetScrollFromPosY(target_y - window->Pos.y, center_y_ratio);
  }
  
  void ImGui::SetKeyboardFocusHere(int offset)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->FocusIdxAllRequestNext = window->FocusIdxAllCounter + 1 + offset;
      window->FocusIdxTabRequestNext = IM_INT_MAX;
  }
  
  void ImGui::SetStateStorage(ImGuiStorage* tree)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.StateStorage = tree ? tree : &window->StateStorage;
  }
  
  ImGuiStorage* ImGui::GetStateStorage()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.StateStorage;
  }
  
  void ImGui::TextV(const char* fmt, va_list args)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      ImGuiState& g = *GImGui;
      const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
      TextUnformatted(g.TempBuffer, text_end);
  }
  
  void ImGui::Text(const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      TextV(fmt, args);
      va_end(args);
  }
  
  void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
  {
      ImGui::PushStyleColor(ImGuiCol_Text, col);
      TextV(fmt, args);
      ImGui::PopStyleColor();
  }
  
  void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      TextColoredV(col, fmt, args);
      va_end(args);
  }
  
  void ImGui::TextDisabledV(const char* fmt, va_list args)
  {
      ImGui::PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
      TextV(fmt, args);
      ImGui::PopStyleColor();
  }
  
  void ImGui::TextDisabled(const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      TextDisabledV(fmt, args);
      va_end(args);
  }
  
  void ImGui::TextWrappedV(const char* fmt, va_list args)
  {
      ImGui::PushTextWrapPos(0.0f);
      TextV(fmt, args);
      ImGui::PopTextWrapPos();
  }
  
  void ImGui::TextWrapped(const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      TextWrappedV(fmt, args);
      va_end(args);
  }
  
  void ImGui::TextUnformatted(const char* text, const char* text_end)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      ImGuiState& g = *GImGui;
      IM_ASSERT(text != NULL);
      const char* text_begin = text;
      if (text_end == NULL)
          text_end = text + strlen(text); // FIXME-OPT
  
      const float wrap_pos_x = window->DC.TextWrapPos;
      const bool wrap_enabled = wrap_pos_x >= 0.0f;
      if (text_end - text > 2000 && !wrap_enabled)
      {
          // Long text!
          // Perform manual coarse clipping to optimize for long multi-line text
          // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
          // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
          const char* line = text;
          const float line_height = ImGui::GetTextLineHeight();
          const ImVec2 text_pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrentLineTextBaseOffset);
          const ImRect clip_rect = window->ClipRect;
          ImVec2 text_size(0,0);
  
          if (text_pos.y <= clip_rect.Max.y)
          {
              ImVec2 pos = text_pos;
  
              // Lines to skip (can't skip when logging text)
              if (!g.LogEnabled)
              {
                  int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height);
                  if (lines_skippable > 0)
                  {
                      int lines_skipped = 0;
                      while (line < text_end && lines_skipped < lines_skippable)
                      {
                          const char* line_end = strchr(line, '\n');
                          line = line_end + 1;
                          lines_skipped++;
                      }
                      pos.y += lines_skipped * line_height;
                  }
              }
  
              // Lines to render
              if (line < text_end)
              {
                  ImRect line_rect(pos, pos + ImVec2(ImGui::GetWindowWidth(), line_height));
                  while (line < text_end)
                  {
                      const char* line_end = strchr(line, '\n');
                      if (IsClippedEx(line_rect, NULL, false))
                          break;
  
                      const ImVec2 line_size = CalcTextSize(line, line_end, false);
                      text_size.x = ImMax(text_size.x, line_size.x);
                      RenderText(pos, line, line_end, false);
                      if (!line_end)
                          line_end = text_end;
                      line = line_end + 1;
                      line_rect.Min.y += line_height;
                      line_rect.Max.y += line_height;
                      pos.y += line_height;
                  }
  
                  // Count remaining lines
                  int lines_skipped = 0;
                  while (line < text_end)
                  {
                      const char* line_end = strchr(line, '\n');
                      if (!line_end)
                          line_end = text_end;
                      line = line_end + 1;
                      lines_skipped++;
                  }
                  pos.y += lines_skipped * line_height;
              }
  
              text_size.y += (pos - text_pos).y;
          }
  
          ImRect bb(text_pos, text_pos + text_size);
          ItemSize(bb);
          ItemAdd(bb, NULL);
      }
      else
      {
          const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
          const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
  
          // Account of baseline offset
          ImVec2 text_pos = window->DC.CursorPos;
          text_pos.y += window->DC.CurrentLineTextBaseOffset;
  
          ImRect bb(text_pos, text_pos + text_size);
          ItemSize(text_size);
          if (!ItemAdd(bb, NULL))
              return;
  
          // Render (we don't hide text after ## in this end-user function)
          RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
      }
  }
  
  void ImGui::AlignFirstTextHeightToWidgets()
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      // Declare a dummy item size to that upcoming items that are smaller will center-align on the newly expanded line height.
      ImGuiState& g = *GImGui;
      ItemSize(ImVec2(0, g.FontSize + g.Style.FramePadding.y*2), g.Style.FramePadding.y);
      ImGui::SameLine(0, 0);
  }
  
  // Add a label+text combo aligned to other label+value widgets
  void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const float w = CalcItemWidth();
  
      const ImVec2 label_size = CalcTextSize(label, NULL, true);
      const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2, label_size.y + style.FramePadding.y*2));
      const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + style.FramePadding.x*2 + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
      ItemSize(total_bb, style.FramePadding.y);
      if (!ItemAdd(total_bb, NULL))
          return;
  
      // Render
      const char* value_text_begin = &g.TempBuffer[0];
      const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
      RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImGuiAlign_VCenter);
      RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
  }
  
  void ImGui::LabelText(const char* label, const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      LabelTextV(label, fmt, args);
      va_end(args);
  }
  
  static inline bool IsWindowContentHoverable(ImGuiWindow* window)
  {
      // An active popup disable hovering on other windows (apart from its own children)
      ImGuiState& g = *GImGui;
      if (ImGuiWindow* focused_window = g.FocusedWindow)
          if (ImGuiWindow* focused_root_window = focused_window->RootWindow)
              if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) != 0 && focused_root_window->WasActive && focused_root_window != window->RootWindow)
                  return false;
  
      return true;
  }
  
  bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, bool allow_key_modifiers, ImGuiButtonFlags flags)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
  
      if (flags & ImGuiButtonFlags_Disabled)
      {
          if (out_hovered) *out_hovered = false;
          if (out_held) *out_held = false;
          if (g.ActiveId == id) SetActiveID(0);
          return false;
      }
  
      bool pressed = false;
      const bool hovered = IsHovered(bb, id, (flags & ImGuiButtonFlags_FlattenChilds) != 0);
      if (hovered)
      {
          g.HoveredId = id;
          if (allow_key_modifiers || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
          {
              if (g.IO.MouseClicked[0])
              {
                  if (flags & ImGuiButtonFlags_PressedOnClick)
                  {
                      pressed = true;
                      SetActiveID(0);
                  }
                  else
                  {
                      SetActiveID(id, window);
                  }
                  FocusWindow(window);
              }
              else if (g.IO.MouseReleased[0] && (flags & ImGuiButtonFlags_PressedOnRelease))
              {
                  pressed = true;
                  SetActiveID(0);
              }
              else if ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && ImGui::IsMouseClicked(0, true))
              {
                  pressed = true;
              }
          }
      }
  
      bool held = false;
      if (g.ActiveId == id)
      {
          if (g.IO.MouseDown[0])
          {
              held = true;
          }
          else
          {
              if (hovered)
                  pressed = true;
              SetActiveID(0);
          }
      }
  
      if (out_hovered) *out_hovered = hovered;
      if (out_held) *out_held = held;
  
      return pressed;
  }
  
  bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID(label);
      const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
  
      ImVec2 pos = window->DC.CursorPos;
      if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset)
          pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
      ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
  
      const ImRect bb(pos, pos + size);
      ItemSize(bb, style.FramePadding.y);
      if (!ItemAdd(bb, &id))
          return false;
  
      if (window->DC.ButtonRepeat) flags |= ImGuiButtonFlags_Repeat;
      bool hovered, held;
      bool pressed = ButtonBehavior(bb, id, &hovered, &held, true, flags);
  
      // Render
      const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
      RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
      RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, ImGuiAlign_Center | ImGuiAlign_VCenter);
  
      // Automatically close popups
      //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
      //    ImGui::CloseCurrentPopup();
  
      return pressed;
  }
  
  bool ImGui::Button(const char* label, const ImVec2& size_arg)
  {
      return ButtonEx(label, size_arg, 0);
  }
  
  // Small buttons fits within text without additional vertical spacing.
  bool ImGui::SmallButton(const char* label)
  {
      ImGuiState& g = *GImGui;
      float backup_padding_y = g.Style.FramePadding.y;
      g.Style.FramePadding.y = 0.0f;
      bool pressed = ButtonEx(label, ImVec2(0,0), ImGuiButtonFlags_AlignTextBaseLine);
      g.Style.FramePadding.y = backup_padding_y;
      return pressed;
  }
  
  // Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
  // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
  bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      const ImGuiID id = window->GetID(str_id);
      ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
      const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
      ItemSize(bb);
      if (!ItemAdd(bb, &id))
          return false;
  
      bool hovered, held;
      bool pressed = ButtonBehavior(bb, id, &hovered, &held, true);
  
      return pressed;
  }
  
  // Upper-right button to close a window.
  static bool CloseWindowButton(bool* p_opened)
  {
      ImGuiWindow* window = ImGui::GetCurrentWindow();
  
      const ImGuiID id = window->GetID("#CLOSE");
      const float size = window->TitleBarHeight() - 4.0f;
      const ImRect bb(window->Rect().GetTR() + ImVec2(-2.0f-size,2.0f), window->Rect().GetTR() + ImVec2(-2.0f,2.0f+size));
  
      bool hovered, held;
      bool pressed = ImGui::ButtonBehavior(bb, id, &hovered, &held, true);
  
      // Render
      const ImU32 col = window->Color((held && hovered) ? ImGuiCol_CloseButtonActive : hovered ? ImGuiCol_CloseButtonHovered : ImGuiCol_CloseButton);
      const ImVec2 center = bb.GetCenter();
      window->DrawList->AddCircleFilled(center, ImMax(2.0f,size*0.5f), col, 16);
  
      const float cross_extent = (size * 0.5f * 0.7071f) - 1.0f;
      if (hovered)
      {
          window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), window->Color(ImGuiCol_Text));
          window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), window->Color(ImGuiCol_Text));
      }
  
      if (p_opened != NULL && pressed)
          *p_opened = !*p_opened;
  
      return pressed;
  }
  
  void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
      if (border_col.w > 0.0f)
          bb.Max += ImVec2(2,2);
      ItemSize(bb);
      if (!ItemAdd(bb, NULL))
          return;
  
      if (border_col.w > 0.0f)
      {
          window->DrawList->AddRect(bb.Min, bb.Max, window->Color(border_col), 0.0f);
          window->DrawList->AddImage(user_texture_id, bb.Min+ImVec2(1,1), bb.Max-ImVec2(1,1), uv0, uv1, window->Color(tint_col));
      }
      else
      {
          window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, window->Color(tint_col));
      }
  }
  
  // frame_padding < 0: uses FramePadding from style (default)
  // frame_padding = 0: no framing
  // frame_padding > 0: set framing size
  // The color used are the button colors.
  bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
  
      // Default to using texture ID as ID. User can still push string/integer prefixes.
      // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
      ImGui::PushID((void *)user_texture_id);
      const ImGuiID id = window->GetID("#image");
      ImGui::PopID();
  
      const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
      const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2);
      const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
      ItemSize(bb);
      if (!ItemAdd(bb, &id))
          return false;
  
      bool hovered, held;
      bool pressed = ButtonBehavior(bb, id, &hovered, &held, true);
  
      // Render
      const ImU32 col = window->Color((hovered && held) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
      RenderFrame(bb.Min, bb.Max, col);
      if (bg_col.w > 0.0f)
          window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, window->Color(bg_col));
      window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, window->Color(tint_col));
  
      return pressed;
  }
  
  // Start logging ImGui output to TTY
  void ImGui::LogToTTY(int max_depth)
  {
      ImGuiState& g = *GImGui;
      if (g.LogEnabled)
          return;
      ImGuiWindow* window = GetCurrentWindowRead();
  
      g.LogEnabled = true;
      g.LogFile = stdout;
      g.LogStartDepth = window->DC.TreeDepth;
      if (max_depth >= 0)
          g.LogAutoExpandMaxDepth = max_depth;
  }
  
  // Start logging ImGui output to given file
  void ImGui::LogToFile(int max_depth, const char* filename)
  {
      ImGuiState& g = *GImGui;
      if (g.LogEnabled)
          return;
      ImGuiWindow* window = GetCurrentWindowRead();
  
      if (!filename)
      {
          filename = g.IO.LogFilename;
          if (!filename)
              return;
      }
  
      g.LogFile = fopen(filename, "ab");
      if (!g.LogFile)
      {
          IM_ASSERT(g.LogFile != NULL); // Consider this an error
          return;
      }
      g.LogEnabled = true;
      g.LogStartDepth = window->DC.TreeDepth;
      if (max_depth >= 0)
          g.LogAutoExpandMaxDepth = max_depth;
  }
  
  // Start logging ImGui output to clipboard
  void ImGui::LogToClipboard(int max_depth)
  {
      ImGuiState& g = *GImGui;
      if (g.LogEnabled)
          return;
      ImGuiWindow* window = GetCurrentWindowRead();
  
      g.LogEnabled = true;
      g.LogFile = NULL;
      g.LogStartDepth = window->DC.TreeDepth;
      if (max_depth >= 0)
          g.LogAutoExpandMaxDepth = max_depth;
  }
  
  void ImGui::LogFinish()
  {
      ImGuiState& g = *GImGui;
      if (!g.LogEnabled)
          return;
  
      ImGui::LogText(IM_NEWLINE);
      g.LogEnabled = false;
      if (g.LogFile != NULL)
      {
          if (g.LogFile == stdout)
              fflush(g.LogFile);
          else
              fclose(g.LogFile);
          g.LogFile = NULL;
      }
      if (g.LogClipboard->size() > 1)
      {
          if (g.IO.SetClipboardTextFn)
              g.IO.SetClipboardTextFn(g.LogClipboard->begin());
          g.LogClipboard->clear();
      }
  }
  
  // Helper to display logging buttons
  void ImGui::LogButtons()
  {
      ImGuiState& g = *GImGui;
  
      ImGui::PushID("LogButtons");
      const bool log_to_tty = ImGui::Button("Log To TTY");
      ImGui::SameLine();
      const bool log_to_file = ImGui::Button("Log To File");
      ImGui::SameLine();
      const bool log_to_clipboard = ImGui::Button("Log To Clipboard");
      ImGui::SameLine();
  
      ImGui::PushItemWidth(80.0f);
      ImGui::PushAllowKeyboardFocus(false);
      ImGui::SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
      ImGui::PopAllowKeyboardFocus();
      ImGui::PopItemWidth();
      ImGui::PopID();
  
      // Start logging at the end of the function so that the buttons don't appear in the log
      if (log_to_tty)
          LogToTTY(g.LogAutoExpandMaxDepth);
      if (log_to_file)
          LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);
      if (log_to_clipboard)
          LogToClipboard(g.LogAutoExpandMaxDepth);
  }
  
  bool ImGui::TreeNodeBehaviorIsOpened(ImGuiID id, ImGuiTreeNodeFlags flags)
  {
      // We only write to the tree storage if the user clicks (or explicitely use SetNextTreeNode*** functions)
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = g.CurrentWindow;
      ImGuiStorage* storage = window->DC.StateStorage;
  
      bool opened;
      if (g.SetNextTreeNodeOpenedCond != 0)
      {
          if (g.SetNextTreeNodeOpenedCond & ImGuiSetCond_Always)
          {
              opened = g.SetNextTreeNodeOpenedVal;
              storage->SetInt(id, opened);
          }
          else
          {
              // We treat ImGuiSetCondition_Once and ImGuiSetCondition_FirstUseEver the same because tree node state are not saved persistently.
              const int stored_value = storage->GetInt(id, -1);
              if (stored_value == -1)
              {
                  opened = g.SetNextTreeNodeOpenedVal;
                  storage->SetInt(id, opened);
              }
              else
              {
                  opened = stored_value != 0;
              }
          }
          g.SetNextTreeNodeOpenedCond = 0;
      }
      else
      {
          opened = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
      }
  
      // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
      // NB- If we are above max depth we still allow manually opened nodes to be logged.
      if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoExpandOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
          opened = true;
  
      return opened;
  }
  
  bool ImGui::CollapsingHeader(const char* label, const char* str_id, bool display_frame, bool default_open)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
  
      IM_ASSERT(str_id != NULL || label != NULL);
      if (str_id == NULL)
          str_id = label;
      if (label == NULL)
          label = str_id;
      const ImGuiID id = window->GetID(str_id);
  
      // Framed header expand a little outside the default padding
      const ImVec2 window_padding = window->WindowPadding;
      const ImVec2 label_size = CalcTextSize(label, NULL, true);
      const ImVec2 pos_min = window->DC.CursorPos;
      const ImVec2 pos_max = window->Pos + GetContentRegionMax();
      ImRect bb = ImRect(pos_min, ImVec2(pos_max.x, pos_min.y + label_size.y));
      if (display_frame)
      {
          bb.Min.x -= (float)(int)(window_padding.x*0.5f) - 1;
          bb.Max.x += (float)(int)(window_padding.x*0.5f) - 1;
          bb.Max.y += style.FramePadding.y * 2;
      }
  
      const float collapser_width = g.FontSize + style.FramePadding.x*2;
      const ImRect text_bb(bb.Min, bb.Min + ImVec2(collapser_width + style.FramePadding.x*2*0 + (label_size.x > 0.0f ? label_size.x : 0.0f), label_size.y));
      ItemSize(ImVec2(text_bb.GetSize().x, bb.GetSize().y), display_frame ? style.FramePadding.y : 0.0f);
  
      const ImRect interact_bb = display_frame ? bb : ImRect(text_bb.Min, text_bb.Max + ImVec2(style.FramePadding.x*2,0.0f)); // FIXME
      bool opened = TreeNodeBehaviorIsOpened(id, (default_open ? ImGuiTreeNodeFlags_DefaultOpen : 0) | (display_frame ? ImGuiTreeNodeFlags_NoAutoExpandOnLog : 0));
  
      if (!ItemAdd(interact_bb, &id))
          return opened;
  
      bool hovered, held;
      bool pressed = ButtonBehavior(interact_bb, id, &hovered, &held, false);
      if (pressed)
      {
          opened = !opened;
          window->DC.StateStorage->SetInt(id, opened);
      }
  
      // Render
      const ImU32 col = window->Color((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
      if (display_frame)
      {
          // Framed type
          RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding);
          RenderCollapseTriangle(bb.Min + style.FramePadding, opened, 1.0f, true);
          if (g.LogEnabled)
          {
              // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here.
              const char log_prefix[] = "\n##";
              LogRenderedText(bb.Min + style.FramePadding, log_prefix, log_prefix+3);
          }
          RenderTextClipped(bb.Min + style.FramePadding + ImVec2(collapser_width,0), bb.Max, label, NULL, &label_size);
          if (g.LogEnabled)
          {
              const char log_suffix[] = "##";
              LogRenderedText(bb.Min + style.FramePadding, log_suffix, log_suffix+2);
          }
      }
      else
      {
          // Unframed typed for tree nodes
          if ((held && hovered) || hovered)
              RenderFrame(bb.Min, bb.Max, col, false);
          RenderCollapseTriangle(bb.Min + ImVec2(style.FramePadding.x, g.FontSize*0.15f), opened, 0.70f, false);
          if (g.LogEnabled)
              LogRenderedText(bb.Min, ">");
          RenderText(bb.Min + ImVec2(collapser_width,0), label);
      }
  
      return opened;
  }
  
  void ImGui::Bullet()
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const float line_height = g.FontSize;
      const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(line_height, line_height));
      ItemSize(bb);
      if (!ItemAdd(bb, NULL))
      {
          ImGui::SameLine(0, -1);
          return;
      }
  
      // Render
      const float bullet_size = line_height*0.15f;
      window->DrawList->AddCircleFilled(bb.Min + ImVec2(style.FramePadding.x + line_height*0.5f, line_height*0.5f), bullet_size, window->Color(ImGuiCol_Text));
  
      // Stay on same line
      ImGui::SameLine(0, -1);
  }
  
  // Text with a little bullet aligned to the typical tree node.
  void ImGui::BulletTextV(const char* fmt, va_list args)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
  
      const char* text_begin = g.TempBuffer;
      const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
      const float line_height = g.FontSize;
      const ImVec2 label_size = CalcTextSize(text_begin, text_end, true);
      const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(line_height + (label_size.x > 0.0f ? (style.FramePadding.x*2) : 0.0f),0) + label_size);  // Empty text doesn't add padding
      ItemSize(bb);
      if (!ItemAdd(bb, NULL))
          return;
  
      // Render
      const float bullet_size = line_height*0.15f;
      window->DrawList->AddCircleFilled(bb.Min + ImVec2(style.FramePadding.x + line_height*0.5f, line_height*0.5f), bullet_size, window->Color(ImGuiCol_Text));
      RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2,0), text_begin, text_end);
  }
  
  void ImGui::BulletText(const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      BulletTextV(fmt, args);
      va_end(args);
  }
  
  // If returning 'true' the node is open and the user is responsible for calling TreePop
  bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
      if (!str_id || !str_id[0])
          str_id = fmt;
  
      ImGui::PushID(str_id);
      const bool opened = ImGui::CollapsingHeader(g.TempBuffer, "", false);
      ImGui::PopID();
  
      if (opened)
          ImGui::TreePush(str_id);
  
      return opened;
  }
  
  bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      bool s = TreeNodeV(str_id, fmt, args);
      va_end(args);
      return s;
  }
  
  // If returning 'true' the node is open and the user is responsible for calling TreePop
  bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
  
      if (!ptr_id)
          ptr_id = fmt;
  
      ImGui::PushID(ptr_id);
      const bool opened = ImGui::CollapsingHeader(g.TempBuffer, "", false);
      ImGui::PopID();
  
      if (opened)
          ImGui::TreePush(ptr_id);
  
      return opened;
  }
  
  bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
  {
      va_list args;
      va_start(args, fmt);
      bool s = TreeNodeV(ptr_id, fmt, args);
      va_end(args);
      return s;
  }
  
  bool ImGui::TreeNode(const char* str_label_id)
  {
      return TreeNode(str_label_id, "%s", str_label_id);
  }
  
  void ImGui::SetNextTreeNodeOpened(bool opened, ImGuiSetCond cond)
  {
      ImGuiState& g = *GImGui;
      g.SetNextTreeNodeOpenedVal = opened;
      g.SetNextTreeNodeOpenedCond = cond ? cond : ImGuiSetCond_Always;
  }
  
  void ImGui::PushID(const char* str_id)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->IDStack.push_back(window->GetID(str_id));
  }
  
  void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->IDStack.push_back(window->GetID(str_id_begin, str_id_end));
  }
  
  void ImGui::PushID(const void* ptr_id)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->IDStack.push_back(window->GetID(ptr_id));
  }
  
  void ImGui::PushID(int int_id)
  {
      const void* ptr_id = (void*)(intptr_t)int_id;
      ImGuiWindow* window = GetCurrentWindow();
      window->IDStack.push_back(window->GetID(ptr_id));
  }
  
  void ImGui::PopID()
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->IDStack.pop_back();
  }
  
  ImGuiID ImGui::GetID(const char* str_id)
  {
      return GImGui->CurrentWindow->GetID(str_id);
  }
  
  ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
  {
      return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end);
  }
  
  ImGuiID ImGui::GetID(const void* ptr_id)
  {
      return GImGui->CurrentWindow->GetID(ptr_id);
  }
  
  static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, const char* display_format, char* buf, int buf_size)
  {
      if (data_type == ImGuiDataType_Int)
          ImFormatString(buf, buf_size, display_format, *(int*)data_ptr);
      else if (data_type == ImGuiDataType_Float)
          ImFormatString(buf, buf_size, display_format, *(float*)data_ptr);
  }
  
  static inline void DataTypeFormatString(ImGuiDataType data_type, void* data_ptr, int decimal_precision, char* buf, int buf_size)
  {
      if (data_type == ImGuiDataType_Int)
      {
          if (decimal_precision < 0)
              ImFormatString(buf, buf_size, "%d", *(int*)data_ptr);
          else
              ImFormatString(buf, buf_size, "%.*d", decimal_precision, *(int*)data_ptr);
      }
      else if (data_type == ImGuiDataType_Float)
      {
          if (decimal_precision < 0)
              ImFormatString(buf, buf_size, "%f", *(float*)data_ptr);     // Ideally we'd have a minimum decimal precision of 1 to visually denote that it is a float, while hiding non-significant digits?
          else
              ImFormatString(buf, buf_size, "%.*f", decimal_precision, *(float*)data_ptr);
      }
  }
  
  static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* value1, const void* value2)// Store into value1
  {
      if (data_type == ImGuiDataType_Int)
      {
          if (op == '+')
              *(int*)value1 = *(int*)value1 + *(const int*)value2;
          else if (op == '-')
              *(int*)value1 = *(int*)value1 - *(const int*)value2;
      }
      else if (data_type == ImGuiDataType_Float)
      {
          if (op == '+')
              *(float*)value1 = *(float*)value1 + *(const float*)value2;
          else if (op == '-')
              *(float*)value1 = *(float*)value1 - *(const float*)value2;
      }
  }
  
  // User can input math operators (e.g. +100) to edit a numerical values.
  static void DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* scalar_format)
  {
      while (ImCharIsSpace(*buf))
          buf++;
  
      // We don't support '-' op because it would conflict with inputing negative value.
      // Instead you can use +-100 to subtract from an existing value
      char op = buf[0];
      if (op == '+' || op == '*' || op == '/')
      {
          buf++;
          while (ImCharIsSpace(*buf))
              buf++;
      }
      else
      {
          op = 0;
      }
      if (!buf[0])
          return;
  
      if (data_type == ImGuiDataType_Int)
      {
          if (!scalar_format)
              scalar_format = "%d";
          int* v = (int*)data_ptr;
          int ref_v = *v;
          if (op && sscanf(initial_value_buf, scalar_format, &ref_v) < 1)
              return;
  
          // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
          float op_v = 0.0f;
          if (op == '+')      { if (sscanf(buf, "%f", &op_v) == 1) *v = (int)(ref_v + op_v); }                // Add (use "+-" to subtract)
          else if (op == '*') { if (sscanf(buf, "%f", &op_v) == 1) *v = (int)(ref_v * op_v); }                // Multiply
          else if (op == '/') { if (sscanf(buf, "%f", &op_v) == 1 && op_v != 0.0f) *v = (int)(ref_v / op_v); }// Divide
          else                { if (sscanf(buf, scalar_format, &ref_v) == 1) *v = ref_v; }                    // Assign constant
      }
      else if (data_type == ImGuiDataType_Float)
      {
          if (!scalar_format)
              scalar_format = "%f";
          float* v = (float*)data_ptr;
          float ref_v = *v;
          if (op && sscanf(initial_value_buf, scalar_format, &ref_v) < 1)
              return;
          float op_v = 0.0f;
          if (sscanf(buf, scalar_format, &op_v) < 1)
              return;
  
          if (op == '+')      { *v = ref_v + op_v; }                      // Add (use "+-" to subtract)
          else if (op == '*') { *v = ref_v * op_v; }                      // Multiply
          else if (op == '/') { if (op_v != 0.0f) *v = ref_v / op_v; }    // Divide
          else                { *v = op_v; }                              // Assign constant
      }
  }
  
  // Create text input in place of a slider (when CTRL+Clicking on slider)
  bool ImGui::InputScalarAsWidgetReplacement(const ImRect& aabb, const char* label, ImGuiDataType data_type, void* data_ptr, ImGuiID id, int decimal_precision)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
  
      // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
      SetActiveID(g.ScalarAsInputTextId, window);
      g.HoveredId = 0;
      FocusableItemUnregister(window);
  
      char buf[32];
      DataTypeFormatString(data_type, data_ptr, decimal_precision, buf, IM_ARRAYSIZE(buf));
      bool value_changed = InputTextEx(label, buf, IM_ARRAYSIZE(buf), aabb.GetSize() - g.Style.FramePadding*2.0f, ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_AutoSelectAll);
      if (g.ScalarAsInputTextId == 0)
      {
          // First frame
          IM_ASSERT(g.ActiveId == id);    // InputText ID expected to match the Slider ID (else we'd need to store them both, which is also possible)
          g.ScalarAsInputTextId = g.ActiveId;
          g.HoveredId = id;
      }
      else if (g.ActiveId != g.ScalarAsInputTextId)
      {
          // Release
          g.ScalarAsInputTextId = 0;
      }
      if (value_changed)
          DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
      return value_changed;
  }
  
  // Parse display precision back from the display format string
  int ImGui::ParseFormatPrecision(const char* fmt, int default_precision)
  {
      int precision = default_precision;
      while ((fmt = strchr(fmt, '%')) != NULL)
      {
          fmt++;
          if (fmt[0] == '%') { fmt++; continue; } // Ignore "%%"
          while (*fmt >= '0' && *fmt <= '9')
              fmt++;
          if (*fmt == '.')
          {
              precision = atoi(fmt + 1);
              if (precision < 0 || precision > 10)
                  precision = default_precision;
          }
          break;
      }
      return precision;
  }
  
  float ImGui::RoundScalar(float value, int decimal_precision)
  {
      // Round past decimal precision
      // So when our value is 1.99999 with a precision of 0.001 we'll end up rounding to 2.0
      // FIXME: Investigate better rounding methods
      static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
      float min_step = (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : powf(10.0f, (float)-decimal_precision);
      bool negative = value < 0.0f;
      value = fabsf(value);
      float remainder = fmodf(value, min_step);
      if (remainder <= min_step*0.5f)
          value -= remainder;
      else
          value += (min_step - remainder);
      return negative ? -value : value;
  }
  
  bool ImGui::SliderBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_min, float v_max, float power, int decimal_precision, bool horizontal)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
      const ImGuiStyle& style = g.Style;
  
      // Draw frame
      RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
  
      const bool is_non_linear = fabsf(power - 1.0f) > 0.0001f;
  
      const float grab_padding = 2.0f;
      const float slider_sz = horizontal ? (frame_bb.GetWidth() - grab_padding * 2.0f) : (frame_bb.GetHeight() - grab_padding * 2.0f);
      float grab_sz;
      if (decimal_precision > 0)
          grab_sz = ImMin(style.GrabMinSize, slider_sz);
      else
          grab_sz = ImMin(ImMax(1.0f * (slider_sz / (v_max-v_min+1.0f)), style.GrabMinSize), slider_sz);  // Integer sliders, if possible have the grab size represent 1 unit
      const float slider_usable_sz = slider_sz - grab_sz;
      const float slider_usable_pos_min = (horizontal ? frame_bb.Min.x : frame_bb.Min.y) + grab_padding + grab_sz*0.5f;
      const float slider_usable_pos_max = (horizontal ? frame_bb.Max.x : frame_bb.Max.y) - grab_padding - grab_sz*0.5f;
  
      // For logarithmic sliders that cross over sign boundary we want the exponential increase to be symmetric around 0.0f
      float linear_zero_pos = 0.0f;   // 0.0->1.0f
      if (v_min * v_max < 0.0f)
      {
          // Different sign
          const float linear_dist_min_to_0 = powf(fabsf(0.0f - v_min), 1.0f/power);
          const float linear_dist_max_to_0 = powf(fabsf(v_max - 0.0f), 1.0f/power);
          linear_zero_pos = linear_dist_min_to_0 / (linear_dist_min_to_0+linear_dist_max_to_0);
      }
      else
      {
          // Same sign
          linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
      }
  
      // Process clicking on the slider
      bool value_changed = false;
      if (g.ActiveId == id)
      {
          if (g.IO.MouseDown[0])
          {
              const float mouse_abs_pos = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
              float normalized_pos = ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f);
              if (!horizontal)
                  normalized_pos = 1.0f - normalized_pos;
  
              float new_value;
              if (is_non_linear)
              {
                  // Account for logarithmic scale on both sides of the zero
                  if (normalized_pos < linear_zero_pos)
                  {
                      // Negative: rescale to the negative range before powering
                      float a = 1.0f - (normalized_pos / linear_zero_pos);
                      a = powf(a, power);
                      new_value = ImLerp(ImMin(v_max,0.0f), v_min, a);
                  }
                  else
                  {
                      // Positive: rescale to the positive range before powering
                      float a;
                      if (fabsf(linear_zero_pos - 1.0f) > 1.e-6)
                          a = (normalized_pos - linear_zero_pos) / (1.0f - linear_zero_pos);
                      else
                          a = normalized_pos;
                      a = powf(a, power);
                      new_value = ImLerp(ImMax(v_min,0.0f), v_max, a);
                  }
              }
              else
              {
                  // Linear slider
                  new_value = ImLerp(v_min, v_max, normalized_pos);
              }
  
              // Round past decimal precision
              new_value = RoundScalar(new_value, decimal_precision);
              if (*v != new_value)
              {
                  *v = new_value;
                  value_changed = true;
              }
          }
          else
          {
              SetActiveID(0);
          }
      }
  
      // Calculate slider grab positioning
      float grab_t;
      if (is_non_linear)
      {
          float v_clamped = ImClamp(*v, v_min, v_max);
          if (v_clamped < 0.0f)
          {
              const float f = 1.0f - (v_clamped - v_min) / (ImMin(0.0f,v_max) - v_min);
              grab_t = (1.0f - powf(f, 1.0f/power)) * linear_zero_pos;
          }
          else
          {
              const float f = (v_clamped - ImMax(0.0f,v_min)) / (v_max - ImMax(0.0f,v_min));
              grab_t = linear_zero_pos + powf(f, 1.0f/power) * (1.0f - linear_zero_pos);
          }
      }
      else
      {
          // Linear slider
          grab_t = (ImClamp(*v, v_min, v_max) - v_min) / (v_max - v_min);
      }
  
      // Draw
      if (!horizontal)
          grab_t = 1.0f - grab_t;
      const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
      ImRect grab_bb;
      if (horizontal)
          grab_bb = ImRect(ImVec2(grab_pos - grab_sz*0.5f, frame_bb.Min.y + grab_padding), ImVec2(grab_pos + grab_sz*0.5f, frame_bb.Max.y - grab_padding));
      else
          grab_bb = ImRect(ImVec2(frame_bb.Min.x + grab_padding, grab_pos - grab_sz*0.5f), ImVec2(frame_bb.Max.x - grab_padding, grab_pos + grab_sz*0.5f));
      window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, window->Color(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
  
      return value_changed;
  }
  
  // Use power!=1.0 for logarithmic sliders.
  // Adjust display_format to decorate the value with a prefix or a suffix.
  //   "%.3f"         1.234
  //   "%5.2f secs"   01.23 secs
  //   "Gold: %.0f"   Gold: 1
  bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format, float power)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID(label);
      const float w = CalcItemWidth();
  
      const ImVec2 label_size = CalcTextSize(label, NULL, true);
      const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
      const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
  
      // NB- we don't call ItemSize() yet because we may turn into a text edit box below
      if (!ItemAdd(total_bb, &id))
      {
          ItemSize(total_bb, style.FramePadding.y);
          return false;
      }
  
      const bool hovered = IsHovered(frame_bb, id);
      if (hovered)
          g.HoveredId = id;
  
      if (!display_format)
          display_format = "%.3f";
      int decimal_precision = ParseFormatPrecision(display_format, 3);
  
      // Tabbing or CTRL-clicking on Slider turns it into an input box
      bool start_text_input = false;
      const bool tab_focus_requested = FocusableItemRegister(window, g.ActiveId == id);
      if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]))
      {
          SetActiveID(id, window);
          FocusWindow(window);
  
          if (tab_focus_requested || g.IO.KeyCtrl)
          {
              start_text_input = true;
              g.ScalarAsInputTextId = 0;
          }
      }
      if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
          return InputScalarAsWidgetReplacement(frame_bb, label, ImGuiDataType_Float, v, id, decimal_precision);
  
      ItemSize(total_bb, style.FramePadding.y);
  
      // Actual slider behavior + render grab
      const bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, power, decimal_precision, true);
  
      // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
      char value_buf[64];
      const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
      RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center|ImGuiAlign_VCenter);
  
      if (label_size.x > 0.0f)
          RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
  
      return value_changed;
  }
  
  bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* display_format, float power)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID(label);
  
      const ImVec2 label_size = CalcTextSize(label, NULL, true);
      const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
      const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
  
      ItemSize(bb, style.FramePadding.y);
      if (!ItemAdd(frame_bb, &id))
          return false;
  
      const bool hovered = IsHovered(frame_bb, id);
      if (hovered)
          g.HoveredId = id;
  
      if (!display_format)
          display_format = "%.3f";
      int decimal_precision = ParseFormatPrecision(display_format, 3);
  
      if (hovered && g.IO.MouseClicked[0])
      {
          SetActiveID(id, window);
          FocusWindow(window);
      }
  
      // Actual slider behavior + render grab
      bool value_changed = SliderBehavior(frame_bb, id, v, v_min, v_max, power, decimal_precision, false);
  
      // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
      // For the vertical slider we allow centered text to overlap the frame padding
      char value_buf[64];
      char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
      RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center);
  
      if (label_size.x > 0.0f)
          RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
  
      return value_changed;
  }
  
  bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max)
  {
      float v_deg = (*v_rad) * 360.0f / (2*IM_PI);
      bool value_changed = ImGui::SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, "%.0f deg", 1.0f);
      *v_rad = v_deg * (2*IM_PI) / 360.0f;
      return value_changed;
  }
  
  bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* display_format)
  {
      if (!display_format)
          display_format = "%.0f";
      float v_f = (float)*v;
      bool value_changed = ImGui::SliderFloat(label, &v_f, (float)v_min, (float)v_max, display_format, 1.0f);
      *v = (int)v_f;
      return value_changed;
  }
  
  bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* display_format)
  {
      if (!display_format)
          display_format = "%.0f";
      float v_f = (float)*v;
      bool value_changed = ImGui::VSliderFloat(label, size, &v_f, (float)v_min, (float)v_max, display_format, 1.0f);
      *v = (int)v_f;
      return value_changed;
  }
  
  // Add multiple sliders on 1 line for compact edition of multiple components
  bool ImGui::SliderFloatN(const char* label, float* v, int components, float v_min, float v_max, const char* display_format, float power)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      bool value_changed = false;
      ImGui::BeginGroup();
      ImGui::PushID(label);
      PushMultiItemsWidths(components);
      for (int i = 0; i < components; i++)
      {
          ImGui::PushID(i);
          value_changed |= ImGui::SliderFloat("##v", &v[i], v_min, v_max, display_format, power);
          ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
          ImGui::PopID();
          ImGui::PopItemWidth();
      }
      ImGui::PopID();
  
      ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
      ImGui::EndGroup();
  
      return value_changed;
  }
  
  bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format, float power)
  {
      return SliderFloatN(label, v, 2, v_min, v_max, display_format, power);
  }
  
  bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* display_format, float power)
  {
      return SliderFloatN(label, v, 3, v_min, v_max, display_format, power);
  }
  
  bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* display_format, float power)
  {
      return SliderFloatN(label, v, 4, v_min, v_max, display_format, power);
  }
  
  bool ImGui::SliderIntN(const char* label, int* v, int components, int v_min, int v_max, const char* display_format)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      bool value_changed = false;
      ImGui::BeginGroup();
      ImGui::PushID(label);
      PushMultiItemsWidths(components);
      for (int i = 0; i < components; i++)
      {
          ImGui::PushID(i);
          value_changed |= ImGui::SliderInt("##v", &v[i], v_min, v_max, display_format);
          ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
          ImGui::PopID();
          ImGui::PopItemWidth();
      }
      ImGui::PopID();
  
      ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
      ImGui::EndGroup();
  
      return value_changed;
  }
  
  bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* display_format)
  {
      return SliderIntN(label, v, 2, v_min, v_max, display_format);
  }
  
  bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* display_format)
  {
      return SliderIntN(label, v, 3, v_min, v_max, display_format);
  }
  
  bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* display_format)
  {
      return SliderIntN(label, v, 4, v_min, v_max, display_format);
  }
  
  bool ImGui::DragBehavior(const ImRect& frame_bb, ImGuiID id, float* v, float v_speed, float v_min, float v_max, int decimal_precision, float power)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
      const ImGuiStyle& style = g.Style;
  
      // Draw frame
      const ImU32 frame_col = window->Color(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
      RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
  
      bool value_changed = false;
  
      // Process clicking on the drag
      if (g.ActiveId == id)
      {
          if (g.IO.MouseDown[0])
          {
              if (g.ActiveIdIsJustActivated)
              {
                  // Lock current value on click
                  g.DragCurrentValue = *v;
                  g.DragLastMouseDelta = ImVec2(0.f, 0.f);
              }
  
              const ImVec2 mouse_drag_delta = ImGui::GetMouseDragDelta(0, 1.0f);
              if (fabsf(mouse_drag_delta.x - g.DragLastMouseDelta.x) > 0.0f)
              {
                  float speed = v_speed;
                  if (speed == 0.0f && (v_max - v_min) != 0.0f && (v_max - v_min) < FLT_MAX)
                      speed = (v_max - v_min) * g.DragSpeedDefaultRatio;
                  if (g.IO.KeyShift && g.DragSpeedScaleFast >= 0.0f)
                      speed = speed * g.DragSpeedScaleFast;
                  if (g.IO.KeyAlt && g.DragSpeedScaleSlow >= 0.0f)
                      speed = speed * g.DragSpeedScaleSlow;
  
                  float v_cur = g.DragCurrentValue;
                  float delta = (mouse_drag_delta.x - g.DragLastMouseDelta.x) * speed;
                  if (fabsf(power - 1.0f) > 0.001f)
                  {
                      // Logarithmic curve on both side of 0.0
                      float v0_abs = v_cur >= 0.0f ? v_cur : -v_cur;
                      float v0_sign = v_cur >= 0.0f ? 1.0f : -1.0f;
                      float v1 = powf(v0_abs, 1.0f / power) + (delta * v0_sign);
                      float v1_abs = v1 >= 0.0f ? v1 : -v1;
                      float v1_sign = v1 >= 0.0f ? 1.0f : -1.0f;          // Crossed sign line
                      v_cur = powf(v1_abs, power) * v0_sign * v1_sign;    // Reapply sign
                  }
                  else
                  {
                      v_cur += delta;
                  }
                  g.DragLastMouseDelta.x = mouse_drag_delta.x;
  
                  // Clamp
                  if (v_min < v_max)
                      v_cur = ImClamp(v_cur, v_min, v_max);
                  g.DragCurrentValue = v_cur;
  
                  // Round to user desired precision, then apply
                  v_cur = RoundScalar(v_cur, decimal_precision);
                  if (*v != v_cur)
                  {
                      *v = v_cur;
                      value_changed = true;
                  }
              }
          }
          else
          {
              SetActiveID(0);
          }
      }
  
      return value_changed;
  }
  
  bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* display_format, float power)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID(label);
      const float w = CalcItemWidth();
  
      const ImVec2 label_size = CalcTextSize(label, NULL, true);
      const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
      const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
      const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
  
      // NB- we don't call ItemSize() yet because we may turn into a text edit box below
      if (!ItemAdd(total_bb, &id))
      {
          ItemSize(total_bb, style.FramePadding.y);
          return false;
      }
  
      const bool hovered = IsHovered(frame_bb, id);
      if (hovered)
          g.HoveredId = id;
  
      if (!display_format)
          display_format = "%.3f";
      int decimal_precision = ParseFormatPrecision(display_format, 3);
  
      // Tabbing or CTRL-clicking on Drag turns it into an input box
      bool start_text_input = false;
      const bool tab_focus_requested = FocusableItemRegister(window, g.ActiveId == id);
      if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] | g.IO.MouseDoubleClicked[0])))
      {
          SetActiveID(id, window);
          FocusWindow(window);
  
          if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0])
          {
              start_text_input = true;
              g.ScalarAsInputTextId = 0;
          }
      }
      if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
          return InputScalarAsWidgetReplacement(frame_bb, label, ImGuiDataType_Float, v, id, decimal_precision);
  
      // Actual drag behavior
      ItemSize(total_bb, style.FramePadding.y);
      const bool value_changed = DragBehavior(frame_bb, id, v, v_speed, v_min, v_max, decimal_precision, power);
  
      // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
      char value_buf[64];
      const char* value_buf_end = value_buf + ImFormatString(value_buf, IM_ARRAYSIZE(value_buf), display_format, *v);
      RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImGuiAlign_Center|ImGuiAlign_VCenter);
  
      if (label_size.x > 0.0f)
          RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
  
      return value_changed;
  }
  
  bool ImGui::DragFloatN(const char* label, float* v, int components, float v_speed, float v_min, float v_max, const char* display_format, float power)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      bool value_changed = false;
      ImGui::BeginGroup();
      ImGui::PushID(label);
      PushMultiItemsWidths(components);
      for (int i = 0; i < components; i++)
      {
          ImGui::PushID(i);
          value_changed |= ImGui::DragFloat("##v", &v[i], v_speed, v_min, v_max, display_format, power);
          ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
          ImGui::PopID();
          ImGui::PopItemWidth();
      }
      ImGui::PopID();
  
      ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
      ImGui::EndGroup();
  
      return value_changed;
  }
  
  bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* display_format, float power)
  {
      return DragFloatN(label, v, 2, v_speed, v_min, v_max, display_format, power);
  }
  
  bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* display_format, float power)
  {
      return DragFloatN(label, v, 3, v_speed, v_min, v_max, display_format, power);
  }
  
  bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* display_format, float power)
  {
      return DragFloatN(label, v, 4, v_speed, v_min, v_max, display_format, power);
  }
  
  bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* display_format, const char* display_format_max, float power)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      ImGui::PushID(label);
      ImGui::BeginGroup();
      PushMultiItemsWidths(2);
  
      bool value_changed = ImGui::DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format, power);
      ImGui::PopItemWidth();
      ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
      value_changed |= ImGui::DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, display_format_max ? display_format_max : display_format, power);
      ImGui::PopItemWidth();
      ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
  
      ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
      ImGui::EndGroup();
      ImGui::PopID();
  
      return value_changed;
  }
  
  // NB: v_speed is float to allow adjusting the drag speed with more precision
  bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* display_format)
  {
      if (!display_format)
          display_format = "%.0f";
      float v_f = (float)*v;
      bool value_changed = ImGui::DragFloat(label, &v_f, v_speed, (float)v_min, (float)v_max, display_format);
      *v = (int)v_f;
      return value_changed;
  }
  
  bool ImGui::DragIntN(const char* label, int* v, int components, float v_speed, int v_min, int v_max, const char* display_format)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      bool value_changed = false;
      ImGui::BeginGroup();
      ImGui::PushID(label);
      PushMultiItemsWidths(components);
      for (int i = 0; i < components; i++)
      {
          ImGui::PushID(i);
          value_changed |= ImGui::DragInt("##v", &v[i], v_speed, v_min, v_max, display_format);
          ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
          ImGui::PopID();
          ImGui::PopItemWidth();
      }
      ImGui::PopID();
  
      ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
      ImGui::EndGroup();
  
      return value_changed;
  }
  
  bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* display_format)
  {
      return DragIntN(label, v, 2, v_speed, v_min, v_max, display_format);
  }
  
  bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* display_format)
  {
      return DragIntN(label, v, 3, v_speed, v_min, v_max, display_format);
  }
  
  bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* display_format)
  {
      return DragIntN(label, v, 4, v_speed, v_min, v_max, display_format);
  }
  
  bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* display_format, const char* display_format_max)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      ImGui::PushID(label);
      ImGui::BeginGroup();
      PushMultiItemsWidths(2);
  
      bool value_changed = ImGui::DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? IM_INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), display_format);
      ImGui::PopItemWidth();
      ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
      value_changed |= ImGui::DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? IM_INT_MAX : v_max, display_format_max ? display_format_max : display_format);
      ImGui::PopItemWidth();
      ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
  
      ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
      ImGui::EndGroup();
      ImGui::PopID();
  
      return value_changed;
  }
  
  void ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
  
      const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
      if (graph_size.x == 0.0f)
          graph_size.x = CalcItemWidth() + (style.FramePadding.x * 2);
      if (graph_size.y == 0.0f)
          graph_size.y = label_size.y + (style.FramePadding.y * 2);
  
      const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));
      const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
      const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
      ItemSize(total_bb, style.FramePadding.y);
      if (!ItemAdd(total_bb, NULL))
          return;
  
      // Determine scale from values if not specified
      if (scale_min == FLT_MAX || scale_max == FLT_MAX)
      {
          float v_min = FLT_MAX;
          float v_max = -FLT_MAX;
          for (int i = 0; i < values_count; i++)
          {
              const float v = values_getter(data, i);
              v_min = ImMin(v_min, v);
              v_max = ImMax(v_max, v);
          }
          if (scale_min == FLT_MAX)
              scale_min = v_min;
          if (scale_max == FLT_MAX)
              scale_max = v_max;
      }
  
      RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
  
      int res_w = ImMin((int)graph_size.x, values_count);
      if (plot_type == ImGuiPlotType_Lines)
          res_w -= 1;
  
      // Tooltip on hover
      int v_hovered = -1;
      if (IsHovered(inner_bb, 0))
      {
          const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
          const int v_idx = (int)(t * (values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0)));
          IM_ASSERT(v_idx >= 0 && v_idx < values_count);
  
          const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
          const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
          if (plot_type == ImGuiPlotType_Lines)
              ImGui::SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1);
          else if (plot_type == ImGuiPlotType_Histogram)
              ImGui::SetTooltip("%d: %8.4g", v_idx, v0);
          v_hovered = v_idx;
      }
  
      const float t_step = 1.0f / (float)res_w;
  
      float v0 = values_getter(data, (0 + values_offset) % values_count);
      float t0 = 0.0f;
      ImVec2 p0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) / (scale_max - scale_min)) );
  
      const ImU32 col_base = window->Color((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
      const ImU32 col_hovered = window->Color((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
  
      for (int n = 0; n < res_w; n++)
      {
          const float t1 = t0 + t_step;
          const int v_idx = (int)(t0 * values_count);
          IM_ASSERT(v_idx >= 0 && v_idx < values_count);
          const float v1 = values_getter(data, (v_idx + values_offset + 1) % values_count);
          const ImVec2 p1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) / (scale_max - scale_min)) );
  
          // NB- Draw calls are merged together by the DrawList system.
          if (plot_type == ImGuiPlotType_Lines)
              window->DrawList->AddLine(ImLerp(inner_bb.Min, inner_bb.Max, p0), ImLerp(inner_bb.Min, inner_bb.Max, p1), v_hovered == v_idx ? col_hovered : col_base);
          else if (plot_type == ImGuiPlotType_Histogram)
              window->DrawList->AddRectFilled(ImLerp(inner_bb.Min, inner_bb.Max, p0), ImLerp(inner_bb.Min, inner_bb.Max, ImVec2(p1.x, 1.0f))+ImVec2(-1,0), v_hovered == v_idx ? col_hovered : col_base);
  
          t0 = t1;
          p0 = p1;
      }
  
      // Text overlay
      if (overlay_text)
          RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImGuiAlign_Center);
  
      RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
  }
  
  struct ImGuiPlotArrayGetterData
  {
      const float* Values;
      int Stride;
  
      ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }
  };
  
  static float Plot_ArrayGetter(void* data, int idx)
  {
      ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;
      const float v = *(float*)(void*)((unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
      return v;
  }
  
  void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
  {
      ImGuiPlotArrayGetterData data(values, stride);
      PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
  }
  
  void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
  {
      PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
  }
  
  void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
  {
      ImGuiPlotArrayGetterData data(values, stride);
      PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
  }
  
  void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
  {
      PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
  }
  
  bool ImGui::Checkbox(const char* label, bool* v)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID(label);
      const ImVec2 label_size = CalcTextSize(label, NULL, true);
  
      const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2));
      ItemSize(check_bb, style.FramePadding.y);
  
      ImRect total_bb = check_bb;
      if (label_size.x > 0)
          SameLine(0, style.ItemInnerSpacing.x);
      const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
      if (label_size.x > 0)
      {
          ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
          total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
      }
  
      if (!ItemAdd(total_bb, &id))
          return false;
  
      bool hovered, held;
      bool pressed = ButtonBehavior(total_bb, id, &hovered, &held, true);
      if (pressed)
          *v = !(*v);
  
      RenderFrame(check_bb.Min, check_bb.Max, window->Color((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
      if (*v)
      {
          const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
          const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
          window->DrawList->AddRectFilled(check_bb.Min+ImVec2(pad,pad), check_bb.Max-ImVec2(pad,pad), window->Color(ImGuiCol_CheckMark), style.FrameRounding);
      }
  
      if (g.LogEnabled)
          LogRenderedText(text_bb.GetTL(), *v ? "[x]" : "[ ]");
      RenderText(text_bb.GetTL(), label);
  
      return pressed;
  }
  
  bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
  {
      bool v = (*flags & flags_value) ? true : false;
      bool pressed = ImGui::Checkbox(label, &v);
      if (v)
          *flags |= flags_value;
      else
          *flags &= ~flags_value;
      return pressed;
  }
  
  bool ImGui::RadioButton(const char* label, bool active)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID(label);
      const ImVec2 label_size = CalcTextSize(label, NULL, true);
  
      const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
      ItemSize(check_bb, style.FramePadding.y);
  
      ImRect total_bb = check_bb;
      if (label_size.x > 0)
          SameLine(0, style.ItemInnerSpacing.x);
      const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
      if (label_size.x > 0)
      {
          ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
          total_bb.Add(text_bb);
      }
  
      if (!ItemAdd(total_bb, &id))
          return false;
  
      ImVec2 center = check_bb.GetCenter();
      center.x = (float)(int)center.x + 0.5f;
      center.y = (float)(int)center.y + 0.5f;
      const float radius = check_bb.GetHeight() * 0.5f;
  
      bool hovered, held;
      bool pressed = ButtonBehavior(total_bb, id, &hovered, &held, true);
  
      window->DrawList->AddCircleFilled(center, radius, window->Color((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
      if (active)
      {
          const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
          const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
          window->DrawList->AddCircleFilled(center, radius-pad, window->Color(ImGuiCol_CheckMark), 16);
      }
  
      if (window->Flags & ImGuiWindowFlags_ShowBorders)
      {
          window->DrawList->AddCircle(center+ImVec2(1,1), radius, window->Color(ImGuiCol_BorderShadow), 16);
          window->DrawList->AddCircle(center, radius, window->Color(ImGuiCol_Border), 16);
      }
  
      if (g.LogEnabled)
          LogRenderedText(text_bb.GetTL(), active ? "(x)" : "( )");
      RenderText(text_bb.GetTL(), label);
  
      return pressed;
  }
  
  bool ImGui::RadioButton(const char* label, int* v, int v_button)
  {
      const bool pressed = ImGui::RadioButton(label, *v == v_button);
      if (pressed)
      {
          *v = v_button;
      }
      return pressed;
  }
  
  static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
  {
      int line_count = 0;
      const char* s = text_begin;
      while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding
          if (c == '\n')
              line_count++;
      s--;
      if (s[0] != '\n' && s[0] != '\r')
          line_count++;
      *out_text_end = s;
      return line_count;
  }
  
  static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
  {
      ImFont* font = GImGui->Font;
      const float line_height = GImGui->FontSize;
      const float scale = line_height / font->FontSize;
  
      ImVec2 text_size = ImVec2(0,0);
      float line_width = 0.0f;
  
      const ImWchar* s = text_begin;
      while (s < text_end)
      {
          unsigned int c = (unsigned int)(*s++);
          if (c == '\n')
          {
              text_size.x = ImMax(text_size.x, line_width);
              text_size.y += line_height;
              line_width = 0.0f;
              if (stop_on_new_line)
                  break;
              continue;
          }
          if (c == '\r')
              continue;
  
          const float char_width = font->GetCharAdvance((unsigned short)c) * scale;
          line_width += char_width;
      }
  
      if (text_size.x < line_width)
          text_size.x = line_width;
  
      if (out_offset)
          *out_offset = ImVec2(line_width, text_size.y + line_height);  // offset allow for the possibility of sitting after a trailing \n
  
      if (line_width > 0 || text_size.y == 0.0f)                        // whereas size.y will ignore the trailing \n
          text_size.y += line_height;
  
      if (remaining)
          *remaining = s;
  
      return text_size;
  }
  
  // Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
  namespace ImGuiStb
  {
  
  static int     STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj)                             { return obj->CurLenW; }
  static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx)                      { return obj->Text[idx]; }
  static float   STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx)  { ImWchar c = obj->Text[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); }
  static int     STB_TEXTEDIT_KEYTOTEXT(int key)                                                    { return key >= 0x10000 ? 0 : key; }
  static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
  static void    STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
  {
      const ImWchar* text = obj->Text.Data;
      const ImWchar* text_remaining = NULL;
      const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
      r->x0 = 0.0f;
      r->x1 = size.x;
      r->baseline_y_delta = size.y;
      r->ymin = 0.0f;
      r->ymax = size.y;
      r->num_chars = (int)(text_remaining - (text + line_start_idx));
  }
  
  static bool is_separator(unsigned int c)                                                          { return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; }
  #define STB_TEXTEDIT_IS_SPACE(CH)                                                                 ( ImCharIsSpace((unsigned int)CH) || is_separator((unsigned int)CH) )
  static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
  {
      ImWchar* dst = obj->Text.Data + pos;
  
      // We maintain our buffer length in both UTF-8 and wchar formats
      obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
      obj->CurLenW -= n;
  
      // Offset remaining text
      const ImWchar* src = obj->Text.Data + pos + n;
      while (ImWchar c = *src++)
          *dst++ = c;
      *dst = '\0';
  }
  
  static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
  {
      const int text_len = obj->CurLenW;
      if (new_text_len + text_len + 1 > obj->Text.Size)
          return false;
  
      const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
      if (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufSizeA)
          return false;
  
      ImWchar* text = obj->Text.Data;
      if (pos != text_len)
          memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));
      memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
  
      obj->CurLenW += new_text_len;
      obj->CurLenA += new_text_len_utf8;
      obj->Text[obj->CurLenW] = '\0';
  
      return true;
  }
  
  // We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
  #define STB_TEXTEDIT_K_LEFT         0x10000 // keyboard input to move cursor left
  #define STB_TEXTEDIT_K_RIGHT        0x10001 // keyboard input to move cursor right
  #define STB_TEXTEDIT_K_UP           0x10002 // keyboard input to move cursor up
  #define STB_TEXTEDIT_K_DOWN         0x10003 // keyboard input to move cursor down
  #define STB_TEXTEDIT_K_LINESTART    0x10004 // keyboard input to move cursor to start of line
  #define STB_TEXTEDIT_K_LINEEND      0x10005 // keyboard input to move cursor to end of line
  #define STB_TEXTEDIT_K_TEXTSTART    0x10006 // keyboard input to move cursor to start of text
  #define STB_TEXTEDIT_K_TEXTEND      0x10007 // keyboard input to move cursor to end of text
  #define STB_TEXTEDIT_K_DELETE       0x10008 // keyboard input to delete selection or character under cursor
  #define STB_TEXTEDIT_K_BACKSPACE    0x10009 // keyboard input to delete selection or character left of cursor
  #define STB_TEXTEDIT_K_UNDO         0x1000A // keyboard input to perform undo
  #define STB_TEXTEDIT_K_REDO         0x1000B // keyboard input to perform redo
  #define STB_TEXTEDIT_K_WORDLEFT     0x1000C // keyboard input to move cursor left one word
  #define STB_TEXTEDIT_K_WORDRIGHT    0x1000D // keyboard input to move cursor right one word
  #define STB_TEXTEDIT_K_SHIFT        0x20000
  
  #define STB_TEXTEDIT_IMPLEMENTATION
  #include "stb_textedit.h"
  
  }
  
  void ImGuiTextEditState::OnKeyPressed(int key)
  {
      stb_textedit_key(this, &StbState, key);
      CursorFollow = true;
      CursorAnimReset();
  }
  
  // Public API to manipulate UTF-8 text
  // We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
  void ImGuiTextEditCallbackData::DeleteChars(int pos, int bytes_count)
  {
      char* dst = Buf + pos;
      const char* src = Buf + pos + bytes_count;
      while (char c = *src++)
          *dst++ = c;
      *dst = '\0';
  
      BufDirty = true;
      if (CursorPos + bytes_count >= pos)
          CursorPos -= bytes_count;
      else if (CursorPos >= pos)
          CursorPos = pos;
      SelectionStart = SelectionEnd = CursorPos;
  }
  
  void ImGuiTextEditCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
  {
      const int text_len = (int)strlen(Buf);
      if (!new_text_end)
          new_text_end = new_text + strlen(new_text);
      const int new_text_len = (int)(new_text_end - new_text);
  
      if (new_text_len + text_len + 1 >= BufSize)
          return;
  
      if (text_len != pos)
          memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(text_len - pos));
      memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
      Buf[text_len + new_text_len] = '\0';
  
      BufDirty = true;
      if (CursorPos >= pos)
          CursorPos += new_text_len;
      SelectionStart = SelectionEnd = CursorPos;
  }
  
  // Return false to discard a character.
  static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
  {
      unsigned int c = *p_char;
  
      if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF)))
      {
          bool pass = false;
          pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
          pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
          if (!pass)
              return false;
      }
  
      if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys.
          return false;
  
      if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank))
      {
          if (flags & ImGuiInputTextFlags_CharsDecimal)
              if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
                  return false;
  
          if (flags & ImGuiInputTextFlags_CharsHexadecimal)
              if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
                  return false;
  
          if (flags & ImGuiInputTextFlags_CharsUppercase)
              if (c >= 'a' && c <= 'z')
                  *p_char = (c += (unsigned int)('A'-'a'));
  
          if (flags & ImGuiInputTextFlags_CharsNoBlank)
              if (ImCharIsSpace(c))
                  return false;
      }
  
      if (flags & ImGuiInputTextFlags_CallbackCharFilter)
      {
          ImGuiTextEditCallbackData callback_data;
          memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
          callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
          callback_data.EventChar = (ImWchar)c;
          callback_data.Flags = flags;
          callback_data.UserData = user_data;
          if (callback(&callback_data) != 0)
              return false;
          *p_char = callback_data.EventChar;
          if (!callback_data.EventChar)
              return false;
      }
  
      return true;
  }
  
  // Edit a string of text
  bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
      IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
  
      ImGuiState& g = *GImGui;
      const ImGuiIO& io = g.IO;
      const ImGuiStyle& style = g.Style;
  
      const ImGuiID id = window->GetID(label);
      const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
  
      ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
      ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), is_multiline ? ImGui::GetTextLineHeight() * 8.0f : label_size.y); // Arbitrary default of 8 lines high for multi-line
      const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size + style.FramePadding*2.0f);
      const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? (style.ItemInnerSpacing.x + label_size.x) : 0.0f, 0.0f));
  
      ImGuiWindow* draw_window = window;
      if (is_multiline)
      {
          ImGui::BeginGroup();
          if (!ImGui::BeginChildFrame(id, frame_bb.GetSize()))
          {
              ImGui::EndChildFrame();
              ImGui::EndGroup();
              return false;
          }
          draw_window = GetCurrentWindow();
          draw_window->DC.CursorPos += style.FramePadding;
          size.x -= draw_window->ScrollbarSizes.x;
      }
      else
      {
          ItemSize(total_bb, style.FramePadding.y);
          if (!ItemAdd(total_bb, &id))
              return false;
      }
  
      // NB: we are only allowed to access 'edit_state' if we are the active widget.
      ImGuiTextEditState& edit_state = g.InputTextState;
  
      const bool is_ctrl_down = io.KeyCtrl;
      const bool is_shift_down = io.KeyShift;
      const bool is_alt_down = io.KeyAlt;
      const bool focus_requested = FocusableItemRegister(window, g.ActiveId == id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0);    // Using completion callback disable keyboard tabbing
      const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);
      const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
  
      const bool hovered = IsHovered(frame_bb, id);
      if (hovered)
      {
          g.HoveredId = id;
          g.MouseCursor = ImGuiMouseCursor_TextInput;
      }
      const bool user_clicked = hovered && io.MouseClicked[0];
      const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.Id == id && g.ActiveIdPreviousFrame == draw_window->GetID("#SCROLLY");
  
      bool select_all = (g.ActiveId != id) && (flags & ImGuiInputTextFlags_AutoSelectAll) != 0;
      if (focus_requested || user_clicked || user_scrolled)
      {
          if (g.ActiveId != id)
          {
              // Start edition
              // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
              // From the moment we focused we are ignoring the content of 'buf'
              edit_state.Text.resize(buf_size);        // wchar count <= utf-8 count
              edit_state.InitialText.resize(buf_size); // utf-8
              ImFormatString(edit_state.InitialText.Data, edit_state.InitialText.Size, "%s", buf);
              const char* buf_end = NULL;
              edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
              edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
              edit_state.InputCursorScreenPos = ImVec2(-1.f, -1.f);
              edit_state.CursorAnimReset();
  
              if (edit_state.Id != id)
              {
                  edit_state.Id = id;
                  edit_state.ScrollX = 0.f;
                  stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
                  if (!is_multiline && focus_requested_by_code)
                      select_all = true;
              }
              else
              {
                  // Recycle existing cursor/selection/undo stack but clamp position
                  // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
                  edit_state.StbState.cursor = ImMin(edit_state.StbState.cursor, edit_state.CurLenW);
                  edit_state.StbState.select_start = ImMin(edit_state.StbState.select_start, edit_state.CurLenW);
                  edit_state.StbState.select_end = ImMin(edit_state.StbState.select_end, edit_state.CurLenW);
              }
              if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
                  edit_state.StbState.insert_mode = true;
              if (!is_multiline && (focus_requested_by_tab || (user_clicked && is_ctrl_down)))
                  select_all = true;
          }
          SetActiveID(id, window);
          FocusWindow(window);
      }
      else if (io.MouseClicked[0])
      {
          // Release focus when we click outside
          if (g.ActiveId == id)
              SetActiveID(0);
      }
  
      bool value_changed = false;
      bool cancel_edit = false;
      bool enter_pressed = false;
  
      if (g.ActiveId == id)
      {
          edit_state.BufSizeA = buf_size;
  
          // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
          // Down the line we should have a cleaner concept of focused vs active in the library.
          g.ActiveIdIsFocusedOnly = !io.MouseDown[0];
  
          // Edit in progress
          const float mouse_x = (g.IO.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
          const float mouse_y = (is_multiline ? (g.IO.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
  
          if (select_all || (hovered && io.MouseDoubleClicked[0]))
          {
              edit_state.SelectAll();
              edit_state.SelectedAllMouseLock = true;
          }
          else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
          {
              stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
              edit_state.CursorAnimReset();
          }
          else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock)
          {
              stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
              edit_state.CursorAnimReset();
          }
          if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
              edit_state.SelectedAllMouseLock = false;
  
          if (g.IO.InputCharacters[0])
          {
              // Process text input (before we check for Return because using some IME will effectively send a Return?)
              if (!is_ctrl_down && !is_alt_down)
              {
                  for (int n = 0; n < IM_ARRAYSIZE(g.IO.InputCharacters) && g.IO.InputCharacters[n]; n++)
                      if (unsigned int c = (unsigned int)g.IO.InputCharacters[n])
                      {
                          // Insert character if they pass filtering
                          if (!InputTextFilterCharacter(&c, flags, callback, user_data))
                              continue;
                          edit_state.OnKeyPressed((int)c);
                      }
              }
  
              // Consume characters
              memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
          }
  
          const int k_mask = (is_shift_down ? STB_TEXTEDIT_K_SHIFT : 0);
          const bool is_ctrl_only = is_ctrl_down && !is_alt_down && !is_shift_down;
          if (IsKeyPressedMap(ImGuiKey_LeftArrow))                        { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDLEFT | k_mask : STB_TEXTEDIT_K_LEFT | k_mask); }
          else if (IsKeyPressedMap(ImGuiKey_RightArrow))                  { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_WORDRIGHT | k_mask  : STB_TEXTEDIT_K_RIGHT | k_mask); }
          else if (is_multiline && IsKeyPressedMap(ImGuiKey_UpArrow))     { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->Scroll.y - g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_UP | k_mask); }
          else if (is_multiline && IsKeyPressedMap(ImGuiKey_DownArrow))   { if (is_ctrl_down) SetWindowScrollY(draw_window, draw_window->Scroll.y + g.FontSize); else edit_state.OnKeyPressed(STB_TEXTEDIT_K_DOWN| k_mask); }
          else if (IsKeyPressedMap(ImGuiKey_Home))                        { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
          else if (IsKeyPressedMap(ImGuiKey_End))                         { edit_state.OnKeyPressed(is_ctrl_down ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
          else if (IsKeyPressedMap(ImGuiKey_Delete))                      { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
          else if (IsKeyPressedMap(ImGuiKey_Backspace))                   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); }
          else if (IsKeyPressedMap(ImGuiKey_Enter))
          {
              bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
              if (!is_multiline || (ctrl_enter_for_new_line && !is_ctrl_down) || (!ctrl_enter_for_new_line && is_ctrl_down))
              {
                  SetActiveID(0);
                  enter_pressed = true;
              }
              else // New line
              {
                  unsigned int c = '\n';
                  if (InputTextFilterCharacter(&c, flags, callback, user_data))
                      edit_state.OnKeyPressed((int)c);
              }
          }
          else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !is_ctrl_down && !is_shift_down && !is_alt_down)
          {
              unsigned int c = '\t';
              if (InputTextFilterCharacter(&c, flags, callback, user_data))
                  edit_state.OnKeyPressed((int)c);
          }
          else if (IsKeyPressedMap(ImGuiKey_Escape))              { SetActiveID(0); cancel_edit = true; }
          else if (is_ctrl_only && IsKeyPressedMap(ImGuiKey_Z))   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_UNDO); edit_state.ClearSelection(); }
          else if (is_ctrl_only && IsKeyPressedMap(ImGuiKey_Y))   { edit_state.OnKeyPressed(STB_TEXTEDIT_K_REDO); edit_state.ClearSelection(); }
          else if (is_ctrl_only && IsKeyPressedMap(ImGuiKey_A))   { edit_state.SelectAll(); edit_state.CursorFollow = true; }
          else if (is_ctrl_only && (IsKeyPressedMap(ImGuiKey_X) || IsKeyPressedMap(ImGuiKey_C)) && (!is_multiline || edit_state.HasSelection()))
          {
              // Cut, Copy
              const bool cut = IsKeyPressedMap(ImGuiKey_X);
              if (cut && !edit_state.HasSelection())
                  edit_state.SelectAll();
  
              if (g.IO.SetClipboardTextFn)
              {
                  const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;
                  const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW;
                  edit_state.TempTextBuffer.resize((ie-ib) * 4 + 1);
                  ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data+ib, edit_state.Text.Data+ie);
                  g.IO.SetClipboardTextFn(edit_state.TempTextBuffer.Data);
              }
  
              if (cut)
              {
                  edit_state.CursorFollow = true;
                  stb_textedit_cut(&edit_state, &edit_state.StbState);
              }
          }
          else if (is_ctrl_only && IsKeyPressedMap(ImGuiKey_V))
          {
              // Paste
              if (g.IO.GetClipboardTextFn)
              {
                  if (const char* clipboard = g.IO.GetClipboardTextFn())
                  {
                      // Remove new-line from pasted buffer
                      const int clipboard_len = (int)strlen(clipboard);
                      ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar));
                      int clipboard_filtered_len = 0;
                      for (const char* s = clipboard; *s; )
                      {
                          unsigned int c;
                          s += ImTextCharFromUtf8(&c, s, NULL);
                          if (c == 0)
                              break;
                          if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, user_data))
                              continue;
                          clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
                      }
                      clipboard_filtered[clipboard_filtered_len] = 0;
                      if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
                      {
                          stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);
                          edit_state.CursorFollow = true;
                      }
                      ImGui::MemFree(clipboard_filtered);
                  }
              }
          }
  
          if (cancel_edit)
          {
              // Restore initial value
              ImFormatString(buf, buf_size, "%s", edit_state.InitialText.Data);
              value_changed = true;
          }
          else
          {
              // Apply new value immediately - copy modified buffer back
              // Note that as soon as we can focus into the input box, the in-widget value gets priority over any underlying modification of the input buffer
              // FIXME: We actually always render 'buf' in RenderTextScrolledClipped
              // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks
              edit_state.TempTextBuffer.resize(edit_state.Text.Size * 4);
              ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data, NULL);
  
              // User callback
              if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0)
              {
                  IM_ASSERT(callback != NULL);
  
                  // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
                  ImGuiInputTextFlags event_flag = 0;
                  ImGuiKey event_key = ImGuiKey_COUNT;
                  if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
                  {
                      event_flag = ImGuiInputTextFlags_CallbackCompletion;
                      event_key = ImGuiKey_Tab;
                  }
                  else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
                  {
                      event_flag = ImGuiInputTextFlags_CallbackHistory;
                      event_key = ImGuiKey_UpArrow;
                  }
                  else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
                  {
                      event_flag = ImGuiInputTextFlags_CallbackHistory;
                      event_key = ImGuiKey_DownArrow;
                  }
  
                  if (event_key != ImGuiKey_COUNT || (flags & ImGuiInputTextFlags_CallbackAlways) != 0)
                  {
                      ImGuiTextEditCallbackData callback_data;
                      callback_data.EventFlag = event_flag;
                      callback_data.EventKey = event_key;
                      callback_data.Buf = edit_state.TempTextBuffer.Data;
                      callback_data.BufSize = edit_state.BufSizeA;
                      callback_data.BufDirty = false;
                      callback_data.Flags = flags;
                      callback_data.UserData = user_data;
  
                      // We have to convert from position from wchar to UTF-8 positions
                      ImWchar* text = edit_state.Text.Data;
                      const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor);
                      const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start);
                      const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end);
  
                      // Call user code
                      callback(&callback_data);
  
                      // Read back what user may have modified
                      IM_ASSERT(callback_data.Buf == edit_state.TempTextBuffer.Data);  // Invalid to modify those fields
                      IM_ASSERT(callback_data.BufSize == edit_state.BufSizeA);
                      IM_ASSERT(callback_data.Flags == flags);
                      if (callback_data.CursorPos != utf8_cursor_pos)            edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos);
                      if (callback_data.SelectionStart != utf8_selection_start)  edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart);
                      if (callback_data.SelectionEnd != utf8_selection_end)      edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd);
                      if (callback_data.BufDirty)
                      {
                          edit_state.CurLenW = ImTextStrFromUtf8(text, edit_state.Text.Size, edit_state.TempTextBuffer.Data, NULL);
                          edit_state.CurLenA = (int)strlen(edit_state.TempTextBuffer.Data);
                          edit_state.CursorAnimReset();
                      }
                  }
              }
  
              if (strcmp(edit_state.TempTextBuffer.Data, buf) != 0)
              {
                  ImFormatString(buf, buf_size, "%s", edit_state.TempTextBuffer.Data);
                  value_changed = true;
              }
          }
      }
  
      if (!is_multiline)
          RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
  
      ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
  
      ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x + style.FramePadding.x*2.0f, frame_bb.Min.y + size.y + style.FramePadding.y*2.0f);
      ImVec2 text_size(0.f, 0.f);
      if (g.ActiveId == id || (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetID("#SCROLLY")))
      {
          edit_state.CursorAnim += g.IO.DeltaTime;
  
          // We need to:
          // - Display the text (this can be more easily clipped)
          // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
          // - Measure text height (for scrollbar)
          // We are attempting to do most of that in one main pass to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
          const ImWchar* text_begin = edit_state.Text.Data;
          const ImWchar* text_end = text_begin + edit_state.CurLenW;
          ImVec2 cursor_offset, select_start_offset;
  
          {
              // Count lines + find lines numbers of cursor and select_start
              int matches_remaining = 0;
              int matches_line_no[2] = { -1, -999 };
              const ImWchar* matches_ptr[2] = { NULL, NULL };
              matches_ptr[0] = text_begin + edit_state.StbState.cursor; matches_remaining++;
              if (edit_state.StbState.select_start != edit_state.StbState.select_end)
              {
                  matches_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
                  matches_line_no[1] = -1;
                  matches_remaining++;
              }
              matches_remaining += is_multiline ? 1 : 0;     // So that we never exit the loop until all lines are counted.
  
              int line_count = 0;
              for (const ImWchar* s = text_begin; s < text_end+1; s++)
                  if ((*s) == '\n' || s == text_end)
                  {
                      line_count++;
                      if (matches_line_no[0] == -1 && s >= matches_ptr[0]) { matches_line_no[0] = line_count; if (--matches_remaining <= 0) break; }
                      if (matches_line_no[1] == -1 && s >= matches_ptr[1]) { matches_line_no[1] = line_count; if (--matches_remaining <= 0) break; }
                  }
  
              // Calculate 2d position
              IM_ASSERT(matches_line_no[0] != -1);
              cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(matches_ptr[0], text_begin), matches_ptr[0]).x;
              cursor_offset.y = matches_line_no[0] * g.FontSize;
              if (matches_line_no[1] >= 0)
              {
                  select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(matches_ptr[1], text_begin), matches_ptr[1]).x;
                  select_start_offset.y = matches_line_no[1] * g.FontSize;
              }
  
              // Calculate text height
              if (is_multiline)
                  text_size = ImVec2(size.x, line_count * g.FontSize);
          }
  
          // Scroll
          if (edit_state.CursorFollow)
          {
              // Horizontal scroll in chunks of quarter width
              if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
              {
                  const float scroll_increment_x = size.x * 0.25f;
                  if (cursor_offset.x < edit_state.ScrollX)
                      edit_state.ScrollX = ImMax(0.0f, cursor_offset.x - scroll_increment_x);
                  else if (cursor_offset.x - size.x >= edit_state.ScrollX)
                      edit_state.ScrollX = cursor_offset.x - size.x + scroll_increment_x;
              }
              else
              {
                  edit_state.ScrollX = 0.0f;
              }
  
              // Vertical scroll
              if (is_multiline)
              {
                  float scroll_y = draw_window->Scroll.y;
                  if (cursor_offset.y - g.FontSize < scroll_y)
                      scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
                  else if (cursor_offset.y - size.y >= scroll_y)
                      scroll_y = cursor_offset.y - size.y;
                  draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y);   // To avoid a frame of lag
                  draw_window->Scroll.y = scroll_y;
                  render_pos.y = draw_window->DC.CursorPos.y;
              }
          }
          edit_state.CursorFollow = false;
          ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);
  
          // Draw selection
          if (edit_state.StbState.select_start != edit_state.StbState.select_end)
          {
              const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
              const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end);
  
              float bg_offy_up = is_multiline ? 0.0f : -1.0f;    // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
              float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
              ImU32 bg_color = draw_window->Color(ImGuiCol_TextSelectedBg);
              ImVec2 rect_pos = render_pos + select_start_offset - render_scroll;
              for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
              {
                  if (rect_pos.y > clip_rect.w + g.FontSize)
                      break;
                  if (rect_pos.y < clip_rect.y)
                  {
                      while (p < text_selected_end)
                          if (*p++ == '\n')
                              break;
                  }
                  else
                  {
                      ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
                      if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines
                      ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));
                      rect.Clip(clip_rect);
                      if (rect.Overlaps(clip_rect))
                          draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
                  }
                  rect_pos.x = render_pos.x - render_scroll.x;
                  rect_pos.y += g.FontSize;
              }
          }
  
          draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, draw_window->Color(ImGuiCol_Text), buf, buf+edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
  
          // Draw blinking cursor
          ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_scroll;
          bool cursor_is_visible = (g.InputTextState.CursorAnim <= 0.0f) || fmodf(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
          if (cursor_is_visible)
              draw_window->DrawList->AddLine(cursor_screen_pos + ImVec2(0.0f,-g.FontSize+0.5f), cursor_screen_pos + ImVec2(0.0f,-1.5f), window->Color(ImGuiCol_Text));
  
          // Notify OS of text input position for advanced IME
          if (io.ImeSetInputScreenPosFn && ImLengthSqr(edit_state.InputCursorScreenPos - cursor_screen_pos) > 0.0001f)
              io.ImeSetInputScreenPosFn((int)cursor_screen_pos.x - 1, (int)(cursor_screen_pos.y - g.FontSize));   // -1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.
  
          edit_state.InputCursorScreenPos = cursor_screen_pos;
      }
      else
      {
          // Render text only
          const char* buf_end = NULL;
          if (is_multiline)
              text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf, &buf_end) * g.FontSize); // We don't need width
          draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, draw_window->Color(ImGuiCol_Text), buf, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
      }
  
      if (is_multiline)
      {
          ImGui::Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
          ImGui::EndChildFrame();
          ImGui::EndGroup();
      }
  
      // Log as text
      if (g.LogEnabled)
          LogRenderedText(render_pos, buf, NULL);
  
      if (label_size.x > 0)
          RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
  
      if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
          return enter_pressed;
      else
          return value_changed;
  }
  
  bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
  {
      IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
      bool ret = InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
      return ret;
  }
  
  bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
  {
      bool ret = InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
      return ret;
  }
  
  // NB: scalar_format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "display_format" argument)
  bool ImGui::InputScalarEx(const char* label, ImGuiDataType data_type, void* data_ptr, void* step_ptr, void* step_fast_ptr, const char* scalar_format, ImGuiInputTextFlags extra_flags)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const float w = CalcItemWidth();
      const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
      const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
  
      ImGui::BeginGroup();
      ImGui::PushID(label);
      const ImVec2 button_sz = ImVec2(g.FontSize, g.FontSize) + style.FramePadding * 2;
      if (step_ptr)
          ImGui::PushItemWidth(ImMax(1.0f, w - (button_sz.x + style.ItemInnerSpacing.x)*2));
  
      char buf[64];
      DataTypeFormatString(data_type, data_ptr, scalar_format, buf, IM_ARRAYSIZE(buf));
  
      bool value_changed = false;
      if (!(extra_flags & ImGuiInputTextFlags_CharsHexadecimal))
          extra_flags |= ImGuiInputTextFlags_CharsDecimal;
      extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
      if (ImGui::InputText("", buf, IM_ARRAYSIZE(buf), extra_flags))
      {
          DataTypeApplyOpFromText(buf, GImGui->InputTextState.InitialText.begin(), data_type, data_ptr, scalar_format);
          value_changed = true;
      }
  
      // Step buttons
      if (step_ptr)
      {
          ImGui::PopItemWidth();
          ImGui::SameLine(0, style.ItemInnerSpacing.x);
          if (ButtonEx("-", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
          {
              DataTypeApplyOp(data_type, '-', data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);
              value_changed = true;
          }
          ImGui::SameLine(0, style.ItemInnerSpacing.x);
          if (ButtonEx("+", button_sz, ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
          {
              DataTypeApplyOp(data_type, '+', data_ptr, g.IO.KeyCtrl && step_fast_ptr ? step_fast_ptr : step_ptr);
              value_changed = true;
          }
      }
      ImGui::PopID();
  
      if (label_size.x > 0)
      {
          ImGui::SameLine(0, style.ItemInnerSpacing.x);
          RenderText(ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + style.FramePadding.y), label);
          ItemSize(label_size, style.FramePadding.y);
      }
      ImGui::EndGroup();
  
      return value_changed;
  }
  
  bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
  {
      char display_format[16];
      if (decimal_precision < 0)
          strcpy(display_format, "%f");      // Ideally we'd have a minimum decimal precision of 1 to visually denote that this is a float, while hiding non-significant digits? %f doesn't have a minimum of 1
      else
          ImFormatString(display_format, 16, "%%%df", decimal_precision);
      return InputScalarEx(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), display_format, extra_flags);
  }
  
  bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
  {
      // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
      const char* scalar_format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
      return InputScalarEx(label, ImGuiDataType_Int, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), scalar_format, extra_flags);
  }
  
  bool ImGui::InputFloatN(const char* label, float* v, int components, int decimal_precision, ImGuiInputTextFlags extra_flags)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      bool value_changed = false;
      ImGui::BeginGroup();
      ImGui::PushID(label);
      PushMultiItemsWidths(components);
      for (int i = 0; i < components; i++)
      {
          ImGui::PushID(i);
          value_changed |= ImGui::InputFloat("##v", &v[i], 0, 0, decimal_precision, extra_flags);
          ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
          ImGui::PopID();
          ImGui::PopItemWidth();
      }
      ImGui::PopID();
  
      window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
      ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
      ImGui::EndGroup();
  
      return value_changed;
  }
  
  bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags)
  {
      return InputFloatN(label, v, 2, decimal_precision, extra_flags);
  }
  
  bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags)
  {
      return InputFloatN(label, v, 3, decimal_precision, extra_flags);
  }
  
  bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags)
  {
      return InputFloatN(label, v, 4, decimal_precision, extra_flags);
  }
  
  bool ImGui::InputIntN(const char* label, int* v, int components, ImGuiInputTextFlags extra_flags)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      bool value_changed = false;
      ImGui::BeginGroup();
      ImGui::PushID(label);
      PushMultiItemsWidths(components);
      for (int i = 0; i < components; i++)
      {
          ImGui::PushID(i);
          value_changed |= ImGui::InputInt("##v", &v[i], 0, 0, extra_flags);
          ImGui::SameLine(0, g.Style.ItemInnerSpacing.x);
          ImGui::PopID();
          ImGui::PopItemWidth();
      }
      ImGui::PopID();
  
      window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
      ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
      ImGui::EndGroup();
  
      return value_changed;
  }
  
  bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags)
  {
      return InputIntN(label, v, 2, extra_flags);
  }
  
  bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags)
  {
      return InputIntN(label, v, 3, extra_flags);
  }
  
  bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags)
  {
      return InputIntN(label, v, 4, extra_flags);
  }
  
  static bool Items_ArrayGetter(void* data, int idx, const char** out_text)
  {
      const char** items = (const char**)data;
      if (out_text)
          *out_text = items[idx];
      return true;
  }
  
  static bool Items_SingleStringGetter(void* data, int idx, const char** out_text)
  {
      // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.
      const char* items_separated_by_zeros = (const char*)data;
      int items_count = 0;
      const char* p = items_separated_by_zeros;
      while (*p)
      {
          if (idx == items_count)
              break;
          p += strlen(p) + 1;
          items_count++;
      }
      if (!*p)
          return false;
      if (out_text)
          *out_text = p;
      return true;
  }
  
  // Combo box helper allowing to pass an array of strings.
  bool ImGui::Combo(const char* label, int* current_item, const char** items, int items_count, int height_in_items)
  {
      const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
      return value_changed;
  }
  
  // Combo box helper allowing to pass all items in a single string.
  bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
  {
      int items_count = 0;
      const char* p = items_separated_by_zeros;       // FIXME-OPT: Avoid computing this, or at least only when combo is open
      while (*p)
      {
          p += strlen(p) + 1;
          items_count++;
      }
      bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
      return value_changed;
  }
  
  // Combo box function.
  bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID(label);
      const float w = CalcItemWidth();
  
      const ImVec2 label_size = CalcTextSize(label, NULL, true);
      const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y) + style.FramePadding*2.0f);
      const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
      ItemSize(total_bb, style.FramePadding.y);
      if (!ItemAdd(total_bb, &id))
          return false;
  
      const float arrow_size = (g.FontSize + style.FramePadding.x * 2.0f);
      const bool hovered = IsHovered(frame_bb, id);
  
      const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
      RenderFrame(frame_bb.Min, frame_bb.Max, window->Color(ImGuiCol_FrameBg), true, style.FrameRounding);
      RenderFrame(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y), frame_bb.Max, window->Color(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button), true, style.FrameRounding); // FIXME-ROUNDING
      RenderCollapseTriangle(ImVec2(frame_bb.Max.x-arrow_size, frame_bb.Min.y) + style.FramePadding, true);
  
      if (*current_item >= 0 && *current_item < items_count)
      {
          const char* item_text;
          if (items_getter(data, *current_item, &item_text))
              RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, item_text, NULL, NULL);
      }
  
      if (label_size.x > 0)
          RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
  
      bool menu_toggled = false;
      if (hovered)
      {
          g.HoveredId = id;
          if (g.IO.MouseClicked[0])
          {
              SetActiveID(0);
              if (IsPopupOpen(id))
              {
                  ClosePopup(id);
              }
              else
              {
                  FocusWindow(window);
                  ImGui::OpenPopup(label);
                  menu_toggled = true;
              }
          }
      }
  
      bool value_changed = false;
      if (IsPopupOpen(id))
      {
          // Size default to hold ~7 items
          if (height_in_items < 0)
              height_in_items = 7;
  
          float popup_height = (label_size.y + style.ItemSpacing.y) * ImMin(items_count, height_in_items) + (style.FramePadding.y * 3);
          ImRect popup_rect(ImVec2(frame_bb.Min.x, frame_bb.Max.y), ImVec2(frame_bb.Max.x, frame_bb.Max.y + popup_height));
          popup_rect.Max.y = ImMin(popup_rect.Max.y, g.IO.DisplaySize.y - style.DisplaySafeAreaPadding.y); // Adhoc height limit for Combo. Ideally should be handled in Begin() along with other popups size, we want to have the possibility of moving the popup above as well.
          ImGui::SetNextWindowPos(popup_rect.Min);
          ImGui::SetNextWindowSize(popup_rect.GetSize());
          ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
  
          const ImGuiWindowFlags flags = ImGuiWindowFlags_ComboBox | ((window->Flags & ImGuiWindowFlags_ShowBorders) ? ImGuiWindowFlags_ShowBorders : 0);
          if (BeginPopupEx(label, flags))
          {
              // Display items
              ImGui::Spacing();
              for (int i = 0; i < items_count; i++)
              {
                  ImGui::PushID((void*)(intptr_t)i);
                  const bool item_selected = (i == *current_item);
                  const char* item_text;
                  if (!items_getter(data, i, &item_text))
                      item_text = "*Unknown item*";
                  if (ImGui::Selectable(item_text, item_selected))
                  {
                      SetActiveID(0);
                      value_changed = true;
                      *current_item = i;
                  }
                  if (item_selected && menu_toggled)
                      ImGui::SetScrollHere();
                  ImGui::PopID();
              }
              ImGui::EndPopup();
          }
          ImGui::PopStyleVar();
      }
      return value_changed;
  }
  
  // Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image.
  // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID.
  bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
  
      if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)
          PopClipRect();
  
      ImGuiID id = window->GetID(label);
      ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
      ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
      ImVec2 pos = window->DC.CursorPos;
      pos.y += window->DC.CurrentLineTextBaseOffset;
      ImRect bb(pos, pos + size);
      ItemSize(bb);
  
      // Fill horizontal space.
      ImVec2 window_padding = window->WindowPadding;
      float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? ImGui::GetWindowContentRegionMax().x : ImGui::GetContentRegionMax().x;
      float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
      ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
      ImRect bb_with_spacing(pos, pos + size_draw);
      if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
          bb_with_spacing.Max.x += window_padding.x;
  
      // Selectables are tightly packed together, we extend the box to cover spacing between selectable.
      float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
      float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
      float spacing_R = style.ItemSpacing.x - spacing_L;
      float spacing_D = style.ItemSpacing.y - spacing_U;
      bb_with_spacing.Min.x -= spacing_L;
      bb_with_spacing.Min.y -= spacing_U;
      bb_with_spacing.Max.x += spacing_R;
      bb_with_spacing.Max.y += spacing_D;
      if (!ItemAdd(bb_with_spacing, &id))
      {
          if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)
              PushColumnClipRect();
          return false;
      }
  
      ImGuiButtonFlags button_flags = 0;
      if (flags & ImGuiSelectableFlags_Menu) button_flags |= ImGuiButtonFlags_PressedOnClick;
      if (flags & ImGuiSelectableFlags_MenuItem) button_flags |= ImGuiButtonFlags_PressedOnClick|ImGuiButtonFlags_PressedOnRelease;
      if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
      bool hovered, held;
      bool pressed = ButtonBehavior(bb_with_spacing, id, &hovered, &held, true, button_flags);
      if (flags & ImGuiSelectableFlags_Disabled)
          selected = false;
  
      // Render
      if (hovered || selected)
      {
          const ImU32 col = window->Color((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
          RenderFrame(bb_with_spacing.Min, bb_with_spacing.Max, col, false, 0.0f);
      }
  
      if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsCount > 1)
      {
          PushColumnClipRect();
          bb_with_spacing.Max.x -= (ImGui::GetContentRegionMax().x - max_x);
      }
  
      if (flags & ImGuiSelectableFlags_Disabled) ImGui::PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
      RenderTextClipped(bb.Min, bb_with_spacing.Max, label, NULL, &label_size);
      if (flags & ImGuiSelectableFlags_Disabled) ImGui::PopStyleColor();
  
      // Automatically close popups
      if (pressed && !(flags & ImGuiSelectableFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup))
          ImGui::CloseCurrentPopup();
      return pressed;
  }
  
  bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
  {
      if (ImGui::Selectable(label, *p_selected, flags, size_arg))
      {
          *p_selected = !*p_selected;
          return true;
      }
      return false;
  }
  
  // Helper to calculate the size of a listbox and display a label on the right.
  // Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an empty label "##empty"
  bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      const ImGuiStyle& style = ImGui::GetStyle();
      const ImGuiID id = ImGui::GetID(label);
      const ImVec2 label_size = ImGui::CalcTextSize(label, NULL, true);
  
      // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
      ImVec2 size = CalcItemSize(size_arg, CalcItemWidth() + style.FramePadding.x * 2.0f, ImGui::GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y);
      ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y));
      ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size);
      ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
      window->DC.LastItemRect = bb;
  
      ImGui::BeginGroup();
      if (label_size.x > 0)
          RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
  
      ImGui::BeginChildFrame(id, frame_bb.GetSize());
      return true;
  }
  
  bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
  {
      // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
      // However we don't add +0.40f if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size.
      // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution.
      if (height_in_items < 0)
          height_in_items = ImMin(items_count, 7);
      float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (height_in_items + 0.00f);
  
      // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild().
      ImVec2 size;
      size.x = 0.0f;
      size.y = ImGui::GetTextLineHeightWithSpacing() * height_in_items_f + ImGui::GetStyle().ItemSpacing.y;
      return ImGui::ListBoxHeader(label, size);
  }
  
  void ImGui::ListBoxFooter()
  {
      ImGuiWindow* parent_window = GetParentWindow();
      const ImRect bb = parent_window->DC.LastItemRect;
      const ImGuiStyle& style = ImGui::GetStyle();
  
      ImGui::EndChildFrame();
  
      // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect)
      // We call SameLine() to restore DC.CurrentLine* data
      ImGui::SameLine();
      parent_window->DC.CursorPos = bb.Min;
      ItemSize(bb, style.FramePadding.y);
      ImGui::EndGroup();
  }
  
  bool ImGui::ListBox(const char* label, int* current_item, const char** items, int items_count, int height_items)
  {
      const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
      return value_changed;
  }
  
  bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items)
  {
      if (!ImGui::ListBoxHeader(label, items_count, height_in_items))
          return false;
  
      // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper.
      bool value_changed = false;
      ImGuiListClipper clipper(items_count, ImGui::GetTextLineHeightWithSpacing());
      for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
      {
          const bool item_selected = (i == *current_item);
          const char* item_text;
          if (!items_getter(data, i, &item_text))
              item_text = "*Unknown item*";
  
          ImGui::PushID(i);
          if (ImGui::Selectable(item_text, item_selected))
          {
              *current_item = i;
              value_changed = true;
          }
          ImGui::PopID();
      }
      clipper.End();
      ImGui::ListBoxFooter();
      return value_changed;
  }
  
  bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      ImVec2 pos = window->DC.CursorPos;
      ImVec2 label_size = CalcTextSize(label, NULL, true);
      ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
      float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
      float extra_w = ImMax(0.0f, ImGui::GetContentRegionAvail().x - w);
  
      bool pressed = ImGui::Selectable(label, false, ImGuiSelectableFlags_MenuItem | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
      if (shortcut_size.x > 0.0f)
      {
          ImGui::PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
          RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
          ImGui::PopStyleColor();
      }
  
      if (selected)
          RenderCheckMark(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), window->Color(ImGuiCol_Text));
  
      return pressed;
  }
  
  bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled)
  {
      if (ImGui::MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled))
      {
          if (p_selected)
              *p_selected = !*p_selected;
          return true;
      }
      return false;
  }
  
  bool ImGui::BeginMainMenuBar()
  {
      ImGuiState& g = *GImGui;
      ImGui::SetNextWindowPos(ImVec2(0.0f, 0.0f));
      ImGui::SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.FontBaseSize + g.Style.FramePadding.y * 2.0f));
      ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
      ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
      if (!ImGui::Begin("##MainMenuBar", NULL, ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoScrollbar|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_MenuBar)
          || !ImGui::BeginMenuBar())
      {
          ImGui::End();
          ImGui::PopStyleVar(2);
          return false;
      }
      g.CurrentWindow->DC.MenuBarOffsetX += g.Style.DisplaySafeAreaPadding.x;
      return true;
  }
  
  void ImGui::EndMainMenuBar()
  {
      ImGui::EndMenuBar();
      ImGui::End();
      ImGui::PopStyleVar(2);
  }
  
  bool ImGui::BeginMenuBar()
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
      if (!(window->Flags & ImGuiWindowFlags_MenuBar))
          return false;
  
      IM_ASSERT(!window->DC.MenuBarAppending);
      ImGui::BeginGroup(); // Save position
      ImGui::PushID("##menubar");
      ImRect rect = window->MenuBarRect();
      PushClipRect(ImVec4(rect.Min.x+0.5f, rect.Min.y-0.5f, rect.Max.x+0.5f, rect.Max.y-1.5f), false);
      window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y);
      window->DC.LayoutType = ImGuiLayoutType_Horizontal;
      window->DC.MenuBarAppending = true;
      ImGui::AlignFirstTextHeightToWidgets();
      return true;
  }
  
  void ImGui::EndMenuBar()
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar);
      IM_ASSERT(window->DC.MenuBarAppending);
      PopClipRect();
      ImGui::PopID();
      window->DC.MenuBarOffsetX = window->DC.CursorPos.x - window->MenuBarRect().Min.x;
      window->DC.GroupStack.back().AdvanceCursor = false;
      ImGui::EndGroup();
      window->DC.LayoutType = ImGuiLayoutType_Vertical;
      window->DC.MenuBarAppending = false;
  }
  
  bool ImGui::BeginMenu(const char* label, bool enabled)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID(label);
  
      ImVec2 label_size = CalcTextSize(label, NULL, true);
      ImGuiWindow* backed_focused_window = g.FocusedWindow;
  
      bool pressed;
      bool opened = IsPopupOpen(id);
      bool menuset_opened = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenedPopupStack.Size > g.CurrentPopupStack.Size && g.OpenedPopupStack[g.CurrentPopupStack.Size].ParentMenuSet == window->GetID("##menus"));
      if (menuset_opened)
          g.FocusedWindow = window;
  
      ImVec2 popup_pos, pos = window->DC.CursorPos;
      if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
      {
          popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
          window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
          ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
          float w = label_size.x;
          pressed = ImGui::Selectable(label, opened, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
          ImGui::PopStyleVar();
          ImGui::SameLine();
          window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
      }
      else
      {
          popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
          float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
          float extra_w = ImMax(0.0f, ImGui::GetContentRegionAvail().x - w);
          pressed = ImGui::Selectable(label, opened, ImGuiSelectableFlags_Menu | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
          if (!enabled) ImGui::PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
          RenderCollapseTriangle(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.20f, 0.0f), false);
          if (!enabled) ImGui::PopStyleColor();
      }
  
      bool hovered = enabled && IsHovered(window->DC.LastItemRect, id);
      if (menuset_opened)
          g.FocusedWindow = backed_focused_window;
  
      bool want_open = false, want_close = false;
      if (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
      {
          // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers so menus feel more reactive.
          bool moving_within_opened_triangle = false;
          if (g.HoveredWindow == window && g.OpenedPopupStack.Size > g.CurrentPopupStack.Size && g.OpenedPopupStack[g.CurrentPopupStack.Size].ParentWindow == window)
          {
              if (ImGuiWindow* next_window = g.OpenedPopupStack[g.CurrentPopupStack.Size].Window)
              {
                  ImRect next_window_rect = next_window->Rect();
                  ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
                  ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
                  ImVec2 tc = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
                  float extra = ImClamp(fabsf(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
                  ta.x += (window->Pos.x < next_window->Pos.x) ? -0.5f : +0.5f;   // to avoid numerical issues
                  tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f);            // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus
                  tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
                  moving_within_opened_triangle = ImIsPointInTriangle(g.IO.MousePos, ta, tb, tc);
                  //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? 0x80008000 : 0x80000080); window->DrawList->PopClipRect(); // Debug
              }
          }
  
          want_close = (opened && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
          want_open = (!opened && hovered && !moving_within_opened_triangle) || (!opened && hovered && pressed);
      }
      else if (opened && pressed && menuset_opened) // menu-bar: click open menu to close
      {
          want_close = true;
          want_open = opened = false;
      }
      else if (pressed || (hovered && menuset_opened && !opened)) // menu-bar: first click to open, then hover to open others
          want_open = true;
  
      if (want_close && IsPopupOpen(id))
          ClosePopupToLevel(GImGui->CurrentPopupStack.Size);
  
      if (!opened && want_open && g.OpenedPopupStack.Size > g.CurrentPopupStack.Size)
      {
          // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
          ImGui::OpenPopup(label);
          return false;
      }
  
      opened |= want_open;
      if (want_open)
          ImGui::OpenPopup(label);
  
      if (opened)
      {
          ImGui::SetNextWindowPos(popup_pos, ImGuiSetCond_Always);
          ImGuiWindowFlags flags = ImGuiWindowFlags_ShowBorders | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);
          opened = BeginPopupEx(label, flags); // opened can be 'false' when the popup is completely clipped (e.g. zero size display)
      }
  
      return opened;
  }
  
  void ImGui::EndMenu()
  {
      ImGui::EndPopup();
  }
  
  // A little colored square. Return true when clicked.
  bool ImGui::ColorButton(const ImVec4& col, bool small_height, bool outline_border)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID("#colorbutton");
      const float square_size = g.FontSize;
      const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(square_size + style.FramePadding.y*2, square_size + (small_height ? 0 : style.FramePadding.y*2)));
      ItemSize(bb, small_height ? 0.0f : style.FramePadding.y);
      if (!ItemAdd(bb, &id))
          return false;
  
      bool hovered, held;
      bool pressed = ButtonBehavior(bb, id, &hovered, &held, true);
      RenderFrame(bb.Min, bb.Max, window->Color(col), outline_border, style.FrameRounding);
  
      if (hovered)
      {
          int ix = (int)(col.x * 255.0f + 0.5f);
          int iy = (int)(col.y * 255.0f + 0.5f);
          int iz = (int)(col.z * 255.0f + 0.5f);
          int iw = (int)(col.w * 255.0f + 0.5f);
          ImGui::SetTooltip("Color:\n(%.2f,%.2f,%.2f,%.2f)\n#%02X%02X%02X%02X", col.x, col.y, col.z, col.w, ix, iy, iz, iw);
      }
  
      return pressed;
  }
  
  bool ImGui::ColorEdit3(const char* label, float col[3])
  {
      float col4[4];
      col4[0] = col[0];
      col4[1] = col[1];
      col4[2] = col[2];
      col4[3] = 1.0f;
      const bool value_changed = ImGui::ColorEdit4(label, col4, false);
      col[0] = col4[0];
      col[1] = col4[1];
      col[2] = col4[2];
      return value_changed;
  }
  
  // Edit colors components (each component in 0.0f..1.0f range
  // Use CTRL-Click to input value and TAB to go to next item.
  bool ImGui::ColorEdit4(const char* label, float col[4], bool alpha)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return false;
  
      ImGuiState& g = *GImGui;
      const ImGuiStyle& style = g.Style;
      const ImGuiID id = window->GetID(label);
      const float w_full = CalcItemWidth();
      const float square_sz = (g.FontSize + style.FramePadding.y * 2.0f);
  
      ImGuiColorEditMode edit_mode = window->DC.ColorEditMode;
      if (edit_mode == ImGuiColorEditMode_UserSelect || edit_mode == ImGuiColorEditMode_UserSelectShowButton)
          edit_mode = g.ColorEditModeStorage.GetInt(id, 0) % 3;
  
      float f[4] = { col[0], col[1], col[2], col[3] };
  
      if (edit_mode == ImGuiColorEditMode_HSV)
          ImGui::ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
  
      int i[4] = { (int)(f[0] * 255.0f + 0.5f), (int)(f[1] * 255.0f + 0.5f), (int)(f[2] * 255.0f + 0.5f), (int)(f[3] * 255.0f + 0.5f) };
  
      int components = alpha ? 4 : 3;
      bool value_changed = false;
  
      ImGui::BeginGroup();
      ImGui::PushID(label);
  
      const bool hsv = (edit_mode == 1);
      switch (edit_mode)
      {
      case ImGuiColorEditMode_RGB:
      case ImGuiColorEditMode_HSV:
          {
              // RGB/HSV 0..255 Sliders
              const float w_items_all = w_full - (square_sz + style.ItemInnerSpacing.x);
              const float w_item_one  = ImMax(1.0f, (float)(int)((w_items_all - (style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)) / (float)components));
              const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.FramePadding.x*2.0f + style.ItemInnerSpacing.x) * (components-1)));
  
              const bool hide_prefix = (w_item_one <= CalcTextSize("M:999").x);
              const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
              const char* fmt_table[3][4] =
              {
                  {   "%3.0f",   "%3.0f",   "%3.0f",   "%3.0f" },
                  { "R:%3.0f", "G:%3.0f", "B:%3.0f", "A:%3.0f" },
                  { "H:%3.0f", "S:%3.0f", "V:%3.0f", "A:%3.0f" }
              };
              const char** fmt = hide_prefix ? fmt_table[0] : hsv ? fmt_table[2] : fmt_table[1];
  
              ImGui::PushItemWidth(w_item_one);
              for (int n = 0; n < components; n++)
              {
                  if (n > 0)
                      ImGui::SameLine(0, style.ItemInnerSpacing.x);
                  if (n + 1 == components)
                      ImGui::PushItemWidth(w_item_last);
                  value_changed |= ImGui::DragInt(ids[n], &i[n], 1.0f, 0, 255, fmt[n]);
              }
              ImGui::PopItemWidth();
              ImGui::PopItemWidth();
          }
          break;
      case ImGuiColorEditMode_HEX:
          {
              // RGB Hexadecimal Input
              const float w_slider_all = w_full - square_sz;
              char buf[64];
              if (alpha)
                  ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", i[0], i[1], i[2], i[3]);
              else
                  ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", i[0], i[1], i[2]);
              ImGui::PushItemWidth(w_slider_all - style.ItemInnerSpacing.x);
              value_changed |= ImGui::InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase);
              ImGui::PopItemWidth();
              char* p = buf;
              while (*p == '#' || ImCharIsSpace(*p))
                  p++;
  
              // Treat at unsigned (%X is unsigned)
              i[0] = i[1] = i[2] = i[3] = 0;
              if (alpha)
                  sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]);
              else
                  sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
          }
          break;
      }
  
      ImGui::SameLine(0, style.ItemInnerSpacing.x);
  
      const ImVec4 col_display(col[0], col[1], col[2], 1.0f);
      if (ImGui::ColorButton(col_display))
          g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away!
  
      if (window->DC.ColorEditMode == ImGuiColorEditMode_UserSelectShowButton)
      {
          ImGui::SameLine(0, style.ItemInnerSpacing.x);
          const char* button_titles[3] = { "RGB", "HSV", "HEX" };
          if (ButtonEx(button_titles[edit_mode], ImVec2(0,0), ImGuiButtonFlags_DontClosePopups))
              g.ColorEditModeStorage.SetInt(id, (edit_mode + 1) % 3); // Don't set local copy of 'edit_mode' right away!
          ImGui::SameLine();
      }
      else
      {
          ImGui::SameLine(0, style.ItemInnerSpacing.x);
      }
  
      ImGui::TextUnformatted(label, FindTextDisplayEnd(label));
  
      // Convert back
      for (int n = 0; n < 4; n++)
          f[n] = i[n] / 255.0f;
      if (edit_mode == 1)
          ImGui::ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
  
      if (value_changed)
      {
          col[0] = f[0];
          col[1] = f[1];
          col[2] = f[2];
          if (alpha)
              col[3] = f[3];
      }
  
      ImGui::PopID();
      ImGui::EndGroup();
  
      return value_changed;
  }
  
  void ImGui::ColorEditMode(ImGuiColorEditMode mode)
  {
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.ColorEditMode = mode;
  }
  
  // Horizontal separating line.
  void ImGui::Separator()
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      if (window->DC.ColumnsCount > 1)
          PopClipRect();
  
      float x1 = window->Pos.x;
      float x2 = window->Pos.x + window->Size.x;
      if (!window->DC.GroupStack.empty())
          x1 += window->DC.ColumnsStartX;
  
      const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y));
      ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit   // FIXME: Height should be 1.0f not 0.0f ?
      if (!ItemAdd(bb, NULL))
      {
          if (window->DC.ColumnsCount > 1)
              PushColumnClipRect();
          return;
      }
  
      window->DrawList->AddLine(bb.Min, bb.Max, window->Color(ImGuiCol_Border));
  
      ImGuiState& g = *GImGui;
      if (g.LogEnabled)
          ImGui::LogText(IM_NEWLINE "--------------------------------");
  
      if (window->DC.ColumnsCount > 1)
      {
          PushColumnClipRect();
          window->DC.ColumnsCellMinY = window->DC.CursorPos.y;
      }
  }
  
  void ImGui::Spacing()
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
      ItemSize(ImVec2(0,0));
  }
  
  void ImGui::Dummy(const ImVec2& size)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
      ItemSize(size);
  }
  
  bool ImGui::IsRectVisible(const ImVec2& size)
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
  }
  
  void ImGui::BeginGroup()
  {
      ImGuiWindow* window = GetCurrentWindow();
  
      window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
      ImGuiGroupData& group_data = window->DC.GroupStack.back();
      group_data.BackupCursorPos = window->DC.CursorPos;
      group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
      group_data.BackupColumnsStartX = window->DC.ColumnsStartX;
      group_data.BackupCurrentLineHeight = window->DC.CurrentLineHeight;
      group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
      group_data.BackupLogLinePosY = window->DC.LogLinePosY;
      group_data.AdvanceCursor = true;
  
      window->DC.ColumnsStartX = window->DC.CursorPos.x - window->Pos.x;
      window->DC.CursorMaxPos = window->DC.CursorPos;
      window->DC.CurrentLineHeight = 0.0f;
      window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
  }
  
  void ImGui::EndGroup()
  {
      ImGuiWindow* window = GetCurrentWindow();
      ImGuiStyle& style = ImGui::GetStyle();
  
      IM_ASSERT(!window->DC.GroupStack.empty());
  
      ImGuiGroupData& group_data = window->DC.GroupStack.back();
  
      ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
      group_bb.Max.y -= style.ItemSpacing.y;      // Cancel out last vertical spacing because we are adding one ourselves.
      group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
  
      window->DC.CursorPos = group_data.BackupCursorPos;
      window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
      window->DC.CurrentLineHeight = group_data.BackupCurrentLineHeight;
      window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;
      window->DC.ColumnsStartX = group_data.BackupColumnsStartX;
      window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f;
  
      if (group_data.AdvanceCursor)
      {
          window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
          ItemSize(group_bb.GetSize(), group_data.BackupCurrentLineTextBaseOffset);
          ItemAdd(group_bb, NULL);
      }
  
      window->DC.GroupStack.pop_back();
  
      //window->DrawList->AddRect(group_bb.Min, group_bb.Max, 0xFFFF00FF);   // Debug
  }
  
  // Gets back to previous line and continue with horizontal layout
  //      local_pos_x == 0   : follow on previous item
  //      local_pos_x != 0   : align to specified column
  //      spacing_w < 0   : use default spacing if column_x==0, no spacing if column_x!=0
  //      spacing_w >= 0  : enforce spacing
  void ImGui::SameLine(float local_pos_x, float spacing_w)
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      ImGuiState& g = *GImGui;
      float x, y;
      if (local_pos_x != 0.0f)
      {
          if (spacing_w < 0.0f) spacing_w = 0.0f;
          x = window->Pos.x - window->Scroll.x + local_pos_x + spacing_w;
          y = window->DC.CursorPosPrevLine.y;
      }
      else
      {
          if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x;
          x = window->DC.CursorPosPrevLine.x + spacing_w;
          y = window->DC.CursorPosPrevLine.y;
      }
      window->DC.CurrentLineHeight = window->DC.PrevLineHeight;
      window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
      window->DC.CursorPos = ImVec2(x, y);
  }
  
  void ImGui::NextColumn()
  {
      ImGuiWindow* window = GetCurrentWindow();
      if (window->SkipItems)
          return;
  
      ImGuiState& g = *GImGui;
      if (window->DC.ColumnsCount > 1)
      {
          ImGui::PopItemWidth();
          PopClipRect();
  
          window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
          if (++window->DC.ColumnsCurrent < window->DC.ColumnsCount)
          {
              window->DC.ColumnsOffsetX = ImGui::GetColumnOffset(window->DC.ColumnsCurrent) - window->DC.ColumnsStartX + g.Style.ItemSpacing.x;
              window->DrawList->ChannelsSetCurrent(window->DC.ColumnsCurrent);
          }
          else
          {
              window->DC.ColumnsCurrent = 0;
              window->DC.ColumnsOffsetX = 0.0f;
              window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY;
              window->DrawList->ChannelsSetCurrent(0);
          }
          window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
          window->DC.CursorPos.y = window->DC.ColumnsCellMinY;
          window->DC.CurrentLineHeight = 0.0f;
          window->DC.CurrentLineTextBaseOffset = 0.0f;
  
          PushColumnClipRect();
          ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f);  // FIXME
      }
  }
  
  int ImGui::GetColumnIndex()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.ColumnsCurrent;
  }
  
  int ImGui::GetColumnsCount()
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      return window->DC.ColumnsCount;
  }
  
  static float GetDraggedColumnOffset(int column_index)
  {
      // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing
      // window creates a feedback loop because we store normalized positions/ So while dragging we enforce absolute positioning
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = ImGui::GetCurrentWindowRead();
      IM_ASSERT(column_index > 0); // We cannot drag column 0. If you get this assert you may have a conflict between the ID of your columns and another widgets.
      IM_ASSERT(g.ActiveId == window->DC.ColumnsSetID + ImGuiID(column_index));
  
      float x = g.IO.MousePos.x + g.ActiveClickDeltaToCenter.x - window->Pos.x;
      x = ImClamp(x, ImGui::GetColumnOffset(column_index-1)+g.Style.ColumnsMinSpacing, ImGui::GetColumnOffset(column_index+1)-g.Style.ColumnsMinSpacing);
  
      return (float)(int)x;
  }
  
  float ImGui::GetColumnOffset(int column_index)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindowRead();
      if (column_index < 0)
          column_index = window->DC.ColumnsCurrent;
  
      if (g.ActiveId)
      {
          const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
          if (g.ActiveId == column_id)
              return GetDraggedColumnOffset(column_index);
      }
  
      // Read from cache
      IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size);
      const float t = window->DC.ColumnsOffsetsT[column_index];
  
      const float content_region_width = window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x;
      const float min_x = window->DC.ColumnsStartX;
      const float max_x = content_region_width - window->Scroll.x - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
      const float x = min_x + t * (max_x - min_x);
      return (float)(int)x;
  }
  
  void ImGui::SetColumnOffset(int column_index, float offset)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
      if (column_index < 0)
          column_index = window->DC.ColumnsCurrent;
  
      IM_ASSERT(column_index < window->DC.ColumnsOffsetsT.Size);
      const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
  
      const float content_region_width = window->SizeContentsExplicit.x ? window->SizeContentsExplicit.x : window->Size.x;
      const float min_x = window->DC.ColumnsStartX;
      const float max_x = content_region_width - window->Scroll.x  - ((window->Flags & ImGuiWindowFlags_NoScrollbar) ? 0 : g.Style.ScrollbarSize);// - window->WindowPadding().x;
      const float t = (offset - min_x) / (max_x - min_x);
      window->DC.StateStorage->SetFloat(column_id, t);
      window->DC.ColumnsOffsetsT[column_index] = t;
  }
  
  float ImGui::GetColumnWidth(int column_index)
  {
      ImGuiWindow* window = GetCurrentWindowRead();
      if (column_index < 0)
          column_index = window->DC.ColumnsCurrent;
  
      const float w = GetColumnOffset(column_index+1) - GetColumnOffset(column_index);
      return w;
  }
  
  static void PushColumnClipRect(int column_index)
  {
      ImGuiWindow* window = ImGui::GetCurrentWindow();
      if (column_index < 0)
          column_index = window->DC.ColumnsCurrent;
  
      const float x1 = window->Pos.x + ImGui::GetColumnOffset(column_index) - 1;
      const float x2 = window->Pos.x + ImGui::GetColumnOffset(column_index+1) - 1;
      PushClipRect(ImVec4(x1,-FLT_MAX,x2,+FLT_MAX));
  }
  
  void ImGui::Columns(int columns_count, const char* id, bool border)
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
  
      if (window->DC.ColumnsCount != 1)
      {
          if (window->DC.ColumnsCurrent != 0)
              ItemSize(ImVec2(0,0));   // Advance to column 0
          ImGui::PopItemWidth();
          PopClipRect();
          window->DrawList->ChannelsMerge();
  
          window->DC.ColumnsCellMaxY = ImMax(window->DC.ColumnsCellMaxY, window->DC.CursorPos.y);
          window->DC.CursorPos.y = window->DC.ColumnsCellMaxY;
      }
  
      // Draw columns borders and handle resize at the time of "closing" a columns set
      if (window->DC.ColumnsCount != columns_count && window->DC.ColumnsCount != 1 && window->DC.ColumnsShowBorders && !window->SkipItems)
      {
          const float y1 = window->DC.ColumnsStartPos.y;
          const float y2 = window->DC.CursorPos.y;
          for (int i = 1; i < window->DC.ColumnsCount; i++)
          {
              float x = window->Pos.x + GetColumnOffset(i);
              const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(i);
              const ImRect column_rect(ImVec2(x-4,y1),ImVec2(x+4,y2));
              if (IsClippedEx(column_rect, &column_id, false))
                  continue;
  
              bool hovered, held;
              ButtonBehavior(column_rect, column_id, &hovered, &held, true);
              if (hovered || held)
                  g.MouseCursor = ImGuiMouseCursor_ResizeEW;
  
              // Draw before resize so our items positioning are in sync with the line being drawn
              const ImU32 col = window->Color(held ? ImGuiCol_ColumnActive : hovered ? ImGuiCol_ColumnHovered : ImGuiCol_Column);
              const float xi = (float)(int)x;
              window->DrawList->AddLine(ImVec2(xi, y1+1.0f), ImVec2(xi, y2), col);
  
              if (held)
              {
                  if (g.ActiveIdIsJustActivated)
                      g.ActiveClickDeltaToCenter.x = x - g.IO.MousePos.x;
  
                  x = GetDraggedColumnOffset(i);
                  SetColumnOffset(i, x);
              }
          }
      }
  
      // Set state for first column
      ImGui::PushID(0x11223344); // Differentiate column ID with an arbitrary/random prefix for cases where users name their columns set the same as another non-scope widget
      window->DC.ColumnsSetID = window->GetID(id ? id : "");
      ImGui::PopID();
      window->DC.ColumnsCurrent = 0;
      window->DC.ColumnsCount = columns_count;
      window->DC.ColumnsShowBorders = border;
      window->DC.ColumnsStartPos = window->DC.CursorPos;
      window->DC.ColumnsCellMinY = window->DC.ColumnsCellMaxY = window->DC.CursorPos.y;
      window->DC.ColumnsOffsetX = 0.0f;
      window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX);
  
      if (window->DC.ColumnsCount != 1)
      {
          // Cache column offsets
          window->DC.ColumnsOffsetsT.resize(columns_count + 1);
          for (int column_index = 0; column_index < columns_count + 1; column_index++)
          {
              const ImGuiID column_id = window->DC.ColumnsSetID + ImGuiID(column_index);
              KeepAliveID(column_id);
              const float default_t = column_index / (float)window->DC.ColumnsCount;
              const float t = window->DC.StateStorage->GetFloat(column_id, default_t);      // Cheaply store our floating point value inside the integer (could store an union into the map?)
              window->DC.ColumnsOffsetsT[column_index] = t;
          }
          window->DrawList->ChannelsSplit(window->DC.ColumnsCount);
          PushColumnClipRect();
          ImGui::PushItemWidth(ImGui::GetColumnWidth() * 0.65f);
      }
      else
      {
          window->DC.ColumnsOffsetsT.resize(2);
          window->DC.ColumnsOffsetsT[0] = 0.0f;
          window->DC.ColumnsOffsetsT[1] = 1.0f;
      }
  }
  
  void ImGui::Indent()
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.ColumnsStartX += g.Style.IndentSpacing;
      window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
  }
  
  void ImGui::Unindent()
  {
      ImGuiState& g = *GImGui;
      ImGuiWindow* window = GetCurrentWindow();
      window->DC.ColumnsStartX -= g.Style.IndentSpacing;
      window->DC.CursorPos.x = window->Pos.x + window->DC.ColumnsStartX + window->DC.ColumnsOffsetX;
  }
  
  void ImGui::TreePush(const char* str_id)
  {
      ImGuiWindow* window = GetCurrentWindow();
      ImGui::Indent();
      window->DC.TreeDepth++;
      PushID(str_id ? str_id : "#TreePush");
  }
  
  void ImGui::TreePush(const void* ptr_id)
  {
      ImGuiWindow* window = GetCurrentWindow();
      ImGui::Indent();
      window->DC.TreeDepth++;
      PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
  }
  
  void ImGui::TreePop()
  {
      ImGuiWindow* window = GetCurrentWindow();
      ImGui::Unindent();
      window->DC.TreeDepth--;
      PopID();
  }
  
  void ImGui::Value(const char* prefix, bool b)
  {
      ImGui::Text("%s: %s", prefix, (b ? "true" : "false"));
  }
  
  void ImGui::Value(const char* prefix, int v)
  {
      ImGui::Text("%s: %d", prefix, v);
  }
  
  void ImGui::Value(const char* prefix, unsigned int v)
  {
      ImGui::Text("%s: %d", prefix, v);
  }
  
  void ImGui::Value(const char* prefix, float v, const char* float_format)
  {
      if (float_format)
      {
          char fmt[64];
          ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
          ImGui::Text(fmt, prefix, v);
      }
      else
      {
          ImGui::Text("%s: %.3f", prefix, v);
      }
  }
  
  void ImGui::Color(const char* prefix, const ImVec4& v)
  {
      ImGui::Text("%s: (%.2f,%.2f,%.2f,%.2f)", prefix, v.x, v.y, v.z, v.w);
      ImGui::SameLine();
      ImGui::ColorButton(v, true);
  }
  
  void ImGui::Color(const char* prefix, unsigned int v)
  {
      ImGui::Text("%s: %08X", prefix, v);
      ImGui::SameLine();
  
      ImVec4 col;
      col.x = (float)((v >> 0) & 0xFF) / 255.0f;
      col.y = (float)((v >> 8) & 0xFF) / 255.0f;
      col.z = (float)((v >> 16) & 0xFF) / 255.0f;
      col.w = (float)((v >> 24) & 0xFF) / 255.0f;
      ImGui::ColorButton(col, true);
  }
  
  //-----------------------------------------------------------------------------
  // PLATFORM DEPENDANT HELPERS
  //-----------------------------------------------------------------------------
  
  #if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS))
  #undef WIN32_LEAN_AND_MEAN
  #define WIN32_LEAN_AND_MEAN
  #include <windows.h>
  #endif
  
  // Win32 API clipboard implementation
  #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS)
  
  #ifdef _MSC_VER
  #pragma comment(lib, "user32")
  #endif
  
  static const char* GetClipboardTextFn_DefaultImpl()
  {
      static char* buf_local = NULL;
      if (buf_local)
      {
          ImGui::MemFree(buf_local);
          buf_local = NULL;
      }
      if (!OpenClipboard(NULL))
          return NULL;
      HANDLE wbuf_handle = GetClipboardData(CF_UNICODETEXT);
      if (wbuf_handle == NULL)
          return NULL;
      if (ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle))
      {
          int buf_len = ImTextCountUtf8BytesFromStr(wbuf_global, NULL) + 1;
          buf_local = (char*)ImGui::MemAlloc(buf_len * sizeof(char));
          ImTextStrToUtf8(buf_local, buf_len, wbuf_global, NULL);
      }
      GlobalUnlock(wbuf_handle);
      CloseClipboard();
      return buf_local;
  }
  
  static void SetClipboardTextFn_DefaultImpl(const char* text)
  {
      if (!OpenClipboard(NULL))
          return;
  
      const int wbuf_length = ImTextCountCharsFromUtf8(text, NULL) + 1;
      HGLOBAL wbuf_handle = GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(ImWchar));
      if (wbuf_handle == NULL)
          return;
      ImWchar* wbuf_global = (ImWchar*)GlobalLock(wbuf_handle);
      ImTextStrFromUtf8(wbuf_global, wbuf_length, text, NULL);
      GlobalUnlock(wbuf_handle);
      EmptyClipboard();
      SetClipboardData(CF_UNICODETEXT, wbuf_handle);
      CloseClipboard();
  }
  
  #else
  
  // Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
  static const char* GetClipboardTextFn_DefaultImpl()
  {
      return GImGui->PrivateClipboard;
  }
  
  // Local ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers
  static void SetClipboardTextFn_DefaultImpl(const char* text)
  {
      ImGuiState& g = *GImGui;
      if (g.PrivateClipboard)
      {
          ImGui::MemFree(g.PrivateClipboard);
          g.PrivateClipboard = NULL;
      }
      const char* text_end = text + strlen(text);
      g.PrivateClipboard = (char*)ImGui::MemAlloc((size_t)(text_end - text) + 1);
      memcpy(g.PrivateClipboard, text, (size_t)(text_end - text));
      g.PrivateClipboard[(int)(text_end - text)] = 0;
  }
  
  #endif
  
  // Win32 API IME support (for Asian languages, etc.)
  #if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS)
  
  #include <imm.h>
  #ifdef _MSC_VER
  #pragma comment(lib, "imm32")
  #endif
  
  static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
  {
      // Notify OS Input Method Editor of text input position
      if (HWND hwnd = (HWND)GImGui->IO.ImeWindowHandle)
          if (HIMC himc = ImmGetContext(hwnd))
          {
              COMPOSITIONFORM cf;
              cf.ptCurrentPos.x = x;
              cf.ptCurrentPos.y = y;
              cf.dwStyle = CFS_FORCE_POSITION;
              ImmSetCompositionWindow(himc, &cf);
          }
  }
  
  #else
  
  static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
  
  #endif
  
  //-----------------------------------------------------------------------------
  // HELP
  //-----------------------------------------------------------------------------
  
  void ImGui::ShowMetricsWindow(bool* opened)
  {
      if (ImGui::Begin("ImGui Metrics", opened))
      {
          ImGui::Text("ImGui %s", ImGui::GetVersion());
          ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
          ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3);
          ImGui::Text("%d allocations", ImGui::GetIO().MetricsAllocs);
          static bool show_clip_rects = true;
          ImGui::Checkbox("Show clipping rectangles when hovering a ImDrawCmd", &show_clip_rects);
          ImGui::Separator();
  
          struct Funcs
          {
              static void NodeDrawList(ImDrawList* draw_list, const char* label)
              {
                  bool node_opened = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
                  if (draw_list == ImGui::GetWindowDrawList())
                  {
                      ImGui::SameLine();
                      ImGui::TextColored(ImColor(255,100,100), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
                  }
                  if (!node_opened)
                      return;
  
                  int elem_offset = 0;
                  for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
                  {
                      if (pcmd->UserCallback)
                          ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
                      else
                      {
                          ImGui::BulletText("Draw %d indexed vtx, tex = %p, clip_rect = (%.0f,%.0f)..(%.0f,%.0f)", pcmd->ElemCount, pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
                          if (show_clip_rects && ImGui::IsItemHovered())
                          {
                              ImRect clip_rect = pcmd->ClipRect;
                              ImRect vtxs_rect;
                              for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
                                  vtxs_rect.Add(draw_list->VtxBuffer[draw_list->IdxBuffer[i]].pos);
                              GImGui->OverlayDrawList.PushClipRectFullScreen();
                              clip_rect.Round(); GImGui->OverlayDrawList.AddRect(clip_rect.Min, clip_rect.Max, ImColor(255,255,0));
                              vtxs_rect.Round(); GImGui->OverlayDrawList.AddRect(vtxs_rect.Min, vtxs_rect.Max, ImColor(255,0,255));
                              GImGui->OverlayDrawList.PopClipRect();
                          }
                      }
                  }
                  ImGui::TreePop();
              }
  
              static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
              {
                  if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
                      return;
                  for (int i = 0; i < windows.Size; i++)
                      Funcs::NodeWindow(windows[i], "Window");
                  ImGui::TreePop();
              }
  
              static void NodeWindow(ImGuiWindow* window, const char* label)
              {
                  if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
                      return;
                  NodeDrawList(window->DrawList, "DrawList");
                  if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
                  if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
                  ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
                  ImGui::TreePop();
              }
          };
  
          ImGuiState& g = *GImGui;                // Access private state
          g.DisableHideTextAfterDoubleHash++;     // Not exposed (yet). Disable processing that hides text after '##' markers.
          Funcs::NodeWindows(g.Windows, "Windows");
          if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.RenderDrawLists[0].Size))
          {
              for (int i = 0; i < g.RenderDrawLists[0].Size; i++)
                  Funcs::NodeDrawList(g.RenderDrawLists[0][i], "DrawList");
              ImGui::TreePop();
          }
          if (ImGui::TreeNode("Popups", "Opened Popups Stack (%d)", g.OpenedPopupStack.Size))
          {
              for (int i = 0; i < g.OpenedPopupStack.Size; i++)
              {
                  ImGuiWindow* window = g.OpenedPopupStack[i].Window;
                  ImGui::BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenedPopupStack[i].PopupID, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : "");
              }
              ImGui::TreePop();
          }
          if (ImGui::TreeNode("Basic state"))
          {
              ImGui::Text("FocusedWindow: '%s'", g.FocusedWindow ? g.FocusedWindow->Name : "NULL");
              ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
              ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
              ImGui::Text("HoveredID: 0x%08X/0x%08X", g.HoveredId, g.HoveredIdPreviousFrame); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
              ImGui::Text("ActiveID: 0x%08X/0x%08X", g.ActiveId, g.ActiveIdPreviousFrame);
              ImGui::TreePop();
          }
          g.DisableHideTextAfterDoubleHash--;
      }
      ImGui::End();
  }
  
  //-----------------------------------------------------------------------------
  
  //---- Include imgui_user.inl at the end of imgui.cpp
  //---- So you can include code that extends ImGui using its private data/functions.
  #ifdef IMGUI_INCLUDE_IMGUI_USER_INL
  #include "imgui_user.inl"
  #endif
  
  //-----------------------------------------------------------------------------
  