text: // dear imgui, v1.51 WIP
  // (drawing and font code)
  
  // Contains implementation for
  // - ImDrawList
  // - ImDrawData
  // - ImFontAtlas
  // - ImFont
  // - Default font data
  
  #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  #define _CRT_SECURE_NO_WARNINGS
  #endif
  
  #include "imgui.h"
  #define IMGUI_DEFINE_MATH_OPERATORS
  #define IMGUI_DEFINE_PLACEMENT_NEW
  #include "imgui_internal.h"
  
  #include <stdio.h>      // vsnprintf, sscanf, printf
  #if !defined(alloca)
  #ifdef _WIN32
  #include <malloc.h>     // alloca
  #elif (defined(__FreeBSD__) || defined(FreeBSD_kernel) || defined(__DragonFly__)) && !defined(__GLIBC__)
  #include <stdlib.h>     // alloca. FreeBSD uses stdlib.h unless GLIBC
  #else
  #include <alloca.h>     // alloca
  #endif
  #endif
  
  #ifdef _MSC_VER
  #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
  
  #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 "-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             //
  #if __has_warning("-Wreserved-id-macro")
  #pragma clang diagnostic ignored "-Wreserved-id-macro"      // warning : macro name is a reserved identifier                //
  #endif
  #elif defined(__GNUC__)
  #pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
  #pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
  #pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
  #pragma GCC diagnostic ignored "-Wcast-qual"                // warning: cast from type 'xxxx' to type 'xxxx' casts away qualifiers
  #endif
  
  //-------------------------------------------------------------------------
  // STB libraries implementation
  //-------------------------------------------------------------------------
  
  //#define IMGUI_STB_NAMESPACE     ImGuiStb
  //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
  //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
  
  #ifdef IMGUI_STB_NAMESPACE
  namespace IMGUI_STB_NAMESPACE
  {
  #endif
  
  #ifdef _MSC_VER
  #pragma warning (push)
  #pragma warning (disable: 4456)                             // declaration of 'xx' hides previous local declaration
  #endif
  
  #ifdef __clang__
  #pragma clang diagnostic push
  #pragma clang diagnostic ignored "-Wold-style-cast"         // warning : use of old-style cast                              // yes, they are more terse.
  #pragma clang diagnostic ignored "-Wunused-function"
  #pragma clang diagnostic ignored "-Wmissing-prototypes"
  #endif
  
  #ifdef __GNUC__
  #pragma GCC diagnostic push
  #pragma GCC diagnostic ignored "-Wtype-limits"              // warning: comparison is always true due to limited range of data type [-Wtype-limits]
  #endif
  
  #define STBRP_ASSERT(x)    IM_ASSERT(x)
  #ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
  #define STBRP_STATIC
  #define STB_RECT_PACK_IMPLEMENTATION
  #endif
  #include "stb_rect_pack.h"
  
  #define STBTT_malloc(x,u)  ((void)(u), ImGui::MemAlloc(x))
  #define STBTT_free(x,u)    ((void)(u), ImGui::MemFree(x))
  #define STBTT_assert(x)    IM_ASSERT(x)
  #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
  #define STBTT_STATIC
  #define STB_TRUETYPE_IMPLEMENTATION
  #else
  #define STBTT_DEF extern
  #endif
  #include "stb_truetype.h"
  
  #ifdef __GNUC__
  #pragma GCC diagnostic pop
  #endif
  
  #ifdef __clang__
  #pragma clang diagnostic pop
  #endif
  
  #ifdef _MSC_VER
  #pragma warning (pop)
  #endif
  
  #ifdef IMGUI_STB_NAMESPACE
  } // namespace ImGuiStb
  using namespace IMGUI_STB_NAMESPACE;
  #endif
  
  //-----------------------------------------------------------------------------
  // ImDrawList
  //-----------------------------------------------------------------------------
  
  static const ImVec4 GNullClipRect(-8192.0f, -8192.0f, +8192.0f, +8192.0f); // Large values that are easy to encode in a few bits+shift
  
  void ImDrawList::Clear()
  {
  	CmdBuffer.resize(0);
  	IdxBuffer.resize(0);
  	VtxBuffer.resize(0);
  	_VtxCurrentIdx = 0;
  	_VtxWritePtr = NULL;
  	_IdxWritePtr = NULL;
  	_ClipRectStack.resize(0);
  	_TextureIdStack.resize(0);
  	_Path.resize(0);
  	_ChannelsCurrent = 0;
  	_ChannelsCount = 1;
  	// NB: Do not clear channels so our allocations are re-used after the first frame.
  }
  
  void ImDrawList::ClearFreeMemory()
  {
  	CmdBuffer.clear();
  	IdxBuffer.clear();
  	VtxBuffer.clear();
  	_VtxCurrentIdx = 0;
  	_VtxWritePtr = NULL;
  	_IdxWritePtr = NULL;
  	_ClipRectStack.clear();
  	_TextureIdStack.clear();
  	_Path.clear();
  	_ChannelsCurrent = 0;
  	_ChannelsCount = 1;
  	for (int i = 0; i < _Channels.Size; i++)
  	{
  		if (i == 0) memset(&_Channels[0], 0, sizeof(_Channels[0]));  // channel 0 is a copy of CmdBuffer/IdxBuffer, don't destruct again
  		_Channels[i].CmdBuffer.clear();
  		_Channels[i].IdxBuffer.clear();
  	}
  	_Channels.clear();
  }
  
  // Use macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug mode
  #define GetCurrentClipRect()    (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1]  : GNullClipRect)
  #define GetCurrentTextureId()   (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
  
  void ImDrawList::AddDrawCmd()
  {
  	ImDrawCmd draw_cmd;
  	draw_cmd.ClipRect = GetCurrentClipRect();
  	draw_cmd.TextureId = GetCurrentTextureId();
  
  	IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
  	CmdBuffer.push_back(draw_cmd);
  }
  
  void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
  {
  	ImDrawCmd* current_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
  	if (!current_cmd || current_cmd->ElemCount != 0 || current_cmd->UserCallback != NULL)
  	{
  		AddDrawCmd();
  		current_cmd = &CmdBuffer.back();
  	}
  	current_cmd->UserCallback = callback;
  	current_cmd->UserCallbackData = callback_data;
  
  	AddDrawCmd(); // Force a new command after us (see comment below)
  }
  
  // Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
  // The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
  void ImDrawList::UpdateClipRect()
  {
  	// If current command is used with different settings we need to add a new command
  	const ImVec4 curr_clip_rect = GetCurrentClipRect();
  	ImDrawCmd* curr_cmd = CmdBuffer.Size > 0 ? &CmdBuffer.Data[CmdBuffer.Size - 1] : NULL;
  	if (!curr_cmd || (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) != 0) || curr_cmd->UserCallback != NULL)
  	{
  		AddDrawCmd();
  		return;
  	}
  
  	// Try to merge with previous command if it matches, else use current command
  	ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
  	if (curr_cmd->ElemCount == 0 && prev_cmd && memcmp(&prev_cmd->ClipRect, &curr_clip_rect, sizeof(ImVec4)) == 0 && prev_cmd->TextureId == GetCurrentTextureId() && prev_cmd->UserCallback == NULL)
  		CmdBuffer.pop_back();
  	else
  		curr_cmd->ClipRect = curr_clip_rect;
  }
  
  void ImDrawList::UpdateTextureID()
  {
  	// If current command is used with different settings we need to add a new command
  	const ImTextureID curr_texture_id = GetCurrentTextureId();
  	ImDrawCmd* curr_cmd = CmdBuffer.Size ? &CmdBuffer.back() : NULL;
  	if (!curr_cmd || (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != curr_texture_id) || curr_cmd->UserCallback != NULL)
  	{
  		AddDrawCmd();
  		return;
  	}
  
  	// Try to merge with previous command if it matches, else use current command
  	ImDrawCmd* prev_cmd = CmdBuffer.Size > 1 ? curr_cmd - 1 : NULL;
  	if (prev_cmd && prev_cmd->TextureId == curr_texture_id && memcmp(&prev_cmd->ClipRect, &GetCurrentClipRect(), sizeof(ImVec4)) == 0 && prev_cmd->UserCallback == NULL)
  		CmdBuffer.pop_back();
  	else
  		curr_cmd->TextureId = curr_texture_id;
  }
  
  #undef GetCurrentClipRect
  #undef GetCurrentTextureId
  
  // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
  void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
  {
  	ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
  	if (intersect_with_current_clip_rect && _ClipRectStack.Size)
  	{
  		ImVec4 current = _ClipRectStack.Data[_ClipRectStack.Size - 1];
  		if (cr.x < current.x) cr.x = current.x;
  		if (cr.y < current.y) cr.y = current.y;
  		if (cr.z > current.z) cr.z = current.z;
  		if (cr.w > current.w) cr.w = current.w;
  	}
  	cr.z = ImMax(cr.x, cr.z);
  	cr.w = ImMax(cr.y, cr.w);
  
  	_ClipRectStack.push_back(cr);
  	UpdateClipRect();
  }
  
  void ImDrawList::PushClipRectFullScreen()
  {
  	PushClipRect(ImVec2(GNullClipRect.x, GNullClipRect.y), ImVec2(GNullClipRect.z, GNullClipRect.w));
  	//PushClipRect(GetVisibleRect());   // FIXME-OPT: This would be more correct but we're not supposed to access ImGuiContext from here?
  }
  
  void ImDrawList::PopClipRect()
  {
  	IM_ASSERT(_ClipRectStack.Size > 0);
  	_ClipRectStack.pop_back();
  	UpdateClipRect();
  }
  
  void ImDrawList::PushTextureID(const ImTextureID& texture_id)
  {
  	_TextureIdStack.push_back(texture_id);
  	UpdateTextureID();
  }
  
  void ImDrawList::PopTextureID()
  {
  	IM_ASSERT(_TextureIdStack.Size > 0);
  	_TextureIdStack.pop_back();
  	UpdateTextureID();
  }
  
  void ImDrawList::ChannelsSplit(int channels_count)
  {
  	IM_ASSERT(_ChannelsCurrent == 0 && _ChannelsCount == 1);
  	int old_channels_count = _Channels.Size;
  	if (old_channels_count < channels_count)
  		_Channels.resize(channels_count);
  	_ChannelsCount = channels_count;
  
  	// _Channels[] (24 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
  	// The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
  	// When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
  	memset(&_Channels[0], 0, sizeof(ImDrawChannel));
  	for (int i = 1; i < channels_count; i++)
  	{
  		if (i >= old_channels_count)
  		{
  			IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
  		}
  		else
  		{
  			_Channels[i].CmdBuffer.resize(0);
  			_Channels[i].IdxBuffer.resize(0);
  		}
  		if (_Channels[i].CmdBuffer.Size == 0)
  		{
  			ImDrawCmd draw_cmd;
  			draw_cmd.ClipRect = _ClipRectStack.back();
  			draw_cmd.TextureId = _TextureIdStack.back();
  			_Channels[i].CmdBuffer.push_back(draw_cmd);
  		}
  	}
  }
  
  void ImDrawList::ChannelsMerge()
  {
  	// Note that we never use or rely on channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
  	if (_ChannelsCount <= 1)
  		return;
  
  	ChannelsSetCurrent(0);
  	if (CmdBuffer.Size && CmdBuffer.back().ElemCount == 0)
  		CmdBuffer.pop_back();
  
  	int new_cmd_buffer_count = 0, new_idx_buffer_count = 0;
  	for (int i = 1; i < _ChannelsCount; i++)
  	{
  		ImDrawChannel& ch = _Channels[i];
  		if (ch.CmdBuffer.Size && ch.CmdBuffer.back().ElemCount == 0)
  			ch.CmdBuffer.pop_back();
  		new_cmd_buffer_count += ch.CmdBuffer.Size;
  		new_idx_buffer_count += ch.IdxBuffer.Size;
  	}
  	CmdBuffer.resize(CmdBuffer.Size + new_cmd_buffer_count);
  	IdxBuffer.resize(IdxBuffer.Size + new_idx_buffer_count);
  
  	ImDrawCmd* cmd_write = CmdBuffer.Data + CmdBuffer.Size - new_cmd_buffer_count;
  	_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size - new_idx_buffer_count;
  	for (int i = 1; i < _ChannelsCount; i++)
  	{
  		ImDrawChannel& ch = _Channels[i];
  		if (int sz = ch.CmdBuffer.Size) { memcpy(cmd_write, ch.CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
  		if (int sz = ch.IdxBuffer.Size) { memcpy(_IdxWritePtr, ch.IdxBuffer.Data, sz * sizeof(ImDrawIdx)); _IdxWritePtr += sz; }
  	}
  	AddDrawCmd();
  	_ChannelsCount = 1;
  }
  
  void ImDrawList::ChannelsSetCurrent(int idx)
  {
  	IM_ASSERT(idx < _ChannelsCount);
  	if (_ChannelsCurrent == idx) return;
  	memcpy(&_Channels.Data[_ChannelsCurrent].CmdBuffer, &CmdBuffer, sizeof(CmdBuffer)); // copy 12 bytes, four times
  	memcpy(&_Channels.Data[_ChannelsCurrent].IdxBuffer, &IdxBuffer, sizeof(IdxBuffer));
  	_ChannelsCurrent = idx;
  	memcpy(&CmdBuffer, &_Channels.Data[_ChannelsCurrent].CmdBuffer, sizeof(CmdBuffer));
  	memcpy(&IdxBuffer, &_Channels.Data[_ChannelsCurrent].IdxBuffer, sizeof(IdxBuffer));
  	_IdxWritePtr = IdxBuffer.Data + IdxBuffer.Size;
  }
  
  // NB: this can be called with negative count for removing primitives (as long as the result does not underflow)
  void ImDrawList::PrimReserve(int idx_count, int vtx_count)
  {
  	ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1];
  	draw_cmd.ElemCount += idx_count;
  
  	int vtx_buffer_old_size = VtxBuffer.Size;
  	VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
  	_VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
  
  	int idx_buffer_old_size = IdxBuffer.Size;
  	IdxBuffer.resize(idx_buffer_old_size + idx_count);
  	_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
  }
  
  // Fully unrolled with inline call to keep our debug builds decently fast.
  void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
  {
  	ImVec2 b(c.x, a.y), d(a.x, c.y), uv(GImGui->FontTexUvWhitePixel);
  	ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
  	_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx + 2);
  	_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx + 3);
  	_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
  	_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
  	_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
  	_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
  	_VtxWritePtr += 4;
  	_VtxCurrentIdx += 4;
  	_IdxWritePtr += 6;
  }
  
  void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
  {
  	ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
  	ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
  	_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx + 2);
  	_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx + 3);
  	_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
  	_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
  	_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
  	_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
  	_VtxWritePtr += 4;
  	_VtxCurrentIdx += 4;
  	_IdxWritePtr += 6;
  }
  
  void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
  {
  	ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
  	_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx + 2);
  	_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx + 3);
  	_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
  	_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
  	_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
  	_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
  	_VtxWritePtr += 4;
  	_VtxCurrentIdx += 4;
  	_IdxWritePtr += 6;
  }
  
  // TODO: Thickness anti-aliased lines cap are missing their AA fringe.
  void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness, bool anti_aliased)
  {
  	if (points_count < 2)
  		return;
  
  	const ImVec2 uv = GImGui->FontTexUvWhitePixel;
  	anti_aliased &= GImGui->Style.AntiAliasedLines;
  	//if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
  
  	int count = points_count;
  	if (!closed)
  		count = points_count - 1;
  
  	const bool thick_line = thickness > 1.0f;
  	if (anti_aliased)
  	{
  		// Anti-aliased stroke
  		const float AA_SIZE = 1.0f;
  		const ImU32 col_trans = col & IM_COL32(255, 255, 255, 0);
  
  		const int idx_count = thick_line ? count * 18 : count * 12;
  		const int vtx_count = thick_line ? points_count * 4 : points_count * 3;
  		PrimReserve(idx_count, vtx_count);
  
  		// Temporary buffer
  		ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2));
  		ImVec2* temp_points = temp_normals + points_count;
  
  		for (int i1 = 0; i1 < count; i1++)
  		{
  			const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
  			ImVec2 diff = points[i2] - points[i1];
  			diff *= ImInvLength(diff, 1.0f);
  			temp_normals[i1].x = diff.y;
  			temp_normals[i1].y = -diff.x;
  		}
  		if (!closed)
  			temp_normals[points_count - 1] = temp_normals[points_count - 2];
  
  		if (!thick_line)
  		{
  			if (!closed)
  			{
  				temp_points[0] = points[0] + temp_normals[0] * AA_SIZE;
  				temp_points[1] = points[0] - temp_normals[0] * AA_SIZE;
  				temp_points[(points_count - 1) * 2 + 0] = points[points_count - 1] + temp_normals[points_count - 1] * AA_SIZE;
  				temp_points[(points_count - 1) * 2 + 1] = points[points_count - 1] - temp_normals[points_count - 1] * AA_SIZE;
  			}
  
  			// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
  			unsigned int idx1 = _VtxCurrentIdx;
  			for (int i1 = 0; i1 < count; i1++)
  			{
  				const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
  				unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : idx1 + 3;
  
  				// Average normals
  				ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
  				float dmr2 = dm.x*dm.x + dm.y*dm.y;
  				if (dmr2 > 0.000001f)
  				{
  					float scale = 1.0f / dmr2;
  					if (scale > 100.0f) scale = 100.0f;
  					dm *= scale;
  				}
  				dm *= AA_SIZE;
  				temp_points[i2 * 2 + 0] = points[i2] + dm;
  				temp_points[i2 * 2 + 1] = points[i2] - dm;
  
  				// Add indexes
  				_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2);
  				_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0);
  				_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0);
  				_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);
  				_IdxWritePtr += 12;
  
  				idx1 = idx2;
  			}
  
  			// Add vertexes
  			for (int i = 0; i < points_count; i++)
  			{
  				_VtxWritePtr[0].pos = points[i];          _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
  				_VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;
  				_VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col_trans;
  				_VtxWritePtr += 3;
  			}
  		}
  		else
  		{
  			const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
  			if (!closed)
  			{
  				temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
  				temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
  				temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
  				temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
  				temp_points[(points_count - 1) * 4 + 0] = points[points_count - 1] + temp_normals[points_count - 1] * (half_inner_thickness + AA_SIZE);
  				temp_points[(points_count - 1) * 4 + 1] = points[points_count - 1] + temp_normals[points_count - 1] * (half_inner_thickness);
  				temp_points[(points_count - 1) * 4 + 2] = points[points_count - 1] - temp_normals[points_count - 1] * (half_inner_thickness);
  				temp_points[(points_count - 1) * 4 + 3] = points[points_count - 1] - temp_normals[points_count - 1] * (half_inner_thickness + AA_SIZE);
  			}
  
  			// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
  			unsigned int idx1 = _VtxCurrentIdx;
  			for (int i1 = 0; i1 < count; i1++)
  			{
  				const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
  				unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : idx1 + 4;
  
  				// Average normals
  				ImVec2 dm = (temp_normals[i1] + temp_normals[i2]) * 0.5f;
  				float dmr2 = dm.x*dm.x + dm.y*dm.y;
  				if (dmr2 > 0.000001f)
  				{
  					float scale = 1.0f / dmr2;
  					if (scale > 100.0f) scale = 100.0f;
  					dm *= scale;
  				}
  				ImVec2 dm_out = dm * (half_inner_thickness + AA_SIZE);
  				ImVec2 dm_in = dm * half_inner_thickness;
  				temp_points[i2 * 4 + 0] = points[i2] + dm_out;
  				temp_points[i2 * 4 + 1] = points[i2] + dm_in;
  				temp_points[i2 * 4 + 2] = points[i2] - dm_in;
  				temp_points[i2 * 4 + 3] = points[i2] - dm_out;
  
  				// Add indexes
  				_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2);
  				_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1);
  				_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0);
  				_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);
  				_IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);
  				_IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);
  				_IdxWritePtr += 18;
  
  				idx1 = idx2;
  			}
  
  			// Add vertexes
  			for (int i = 0; i < points_count; i++)
  			{
  				_VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col_trans;
  				_VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
  				_VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
  				_VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col_trans;
  				_VtxWritePtr += 4;
  			}
  		}
  		_VtxCurrentIdx += (ImDrawIdx)vtx_count;
  	}
  	else
  	{
  		// Non Anti-aliased Stroke
  		const int idx_count = count * 6;
  		const int vtx_count = count * 4;      // FIXME-OPT: Not sharing edges
  		PrimReserve(idx_count, vtx_count);
  
  		for (int i1 = 0; i1 < count; i1++)
  		{
  			const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
  			const ImVec2& p1 = points[i1];
  			const ImVec2& p2 = points[i2];
  			ImVec2 diff = p2 - p1;
  			diff *= ImInvLength(diff, 1.0f);
  
  			const float dx = diff.x * (thickness * 0.5f);
  			const float dy = diff.y * (thickness * 0.5f);
  			_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
  			_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
  			_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
  			_VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
  			_VtxWritePtr += 4;
  
  			_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);
  			_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);
  			_IdxWritePtr += 6;
  			_VtxCurrentIdx += 4;
  		}
  	}
  }
  
  void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col, bool anti_aliased)
  {
  	const ImVec2 uv = GImGui->FontTexUvWhitePixel;
  	anti_aliased &= GImGui->Style.AntiAliasedShapes;
  	//if (ImGui::GetIO().KeyCtrl) anti_aliased = false; // Debug
  
  	if (anti_aliased)
  	{
  		// Anti-aliased Fill
  		const float AA_SIZE = 1.0f;
  		const ImU32 col_trans = col & IM_COL32(255, 255, 255, 0);
  		const int idx_count = (points_count - 2) * 3 + points_count * 6;
  		const int vtx_count = (points_count * 2);
  		PrimReserve(idx_count, vtx_count);
  
  		// Add indexes for fill
  		unsigned int vtx_inner_idx = _VtxCurrentIdx;
  		unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
  		for (int i = 2; i < points_count; i++)
  		{
  			_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));
  			_IdxWritePtr += 3;
  		}
  
  		// Compute normals
  		ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2));
  		for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
  		{
  			const ImVec2& p0 = points[i0];
  			const ImVec2& p1 = points[i1];
  			ImVec2 diff = p1 - p0;
  			diff *= ImInvLength(diff, 1.0f);
  			temp_normals[i0].x = diff.y;
  			temp_normals[i0].y = -diff.x;
  		}
  
  		for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
  		{
  			// Average normals
  			const ImVec2& n0 = temp_normals[i0];
  			const ImVec2& n1 = temp_normals[i1];
  			ImVec2 dm = (n0 + n1) * 0.5f;
  			float dmr2 = dm.x*dm.x + dm.y*dm.y;
  			if (dmr2 > 0.000001f)
  			{
  				float scale = 1.0f / dmr2;
  				if (scale > 100.0f) scale = 100.0f;
  				dm *= scale;
  			}
  			dm *= AA_SIZE * 0.5f;
  
  			// Add vertices
  			_VtxWritePtr[0].pos = (points[i1] - dm); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner
  			_VtxWritePtr[1].pos = (points[i1] + dm); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans;  // Outer
  			_VtxWritePtr += 2;
  
  			// Add indexes for fringes
  			_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
  			_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
  			_IdxWritePtr += 6;
  		}
  		_VtxCurrentIdx += (ImDrawIdx)vtx_count;
  	}
  	else
  	{
  		// Non Anti-aliased Fill
  		const int idx_count = (points_count - 2) * 3;
  		const int vtx_count = points_count;
  		PrimReserve(idx_count, vtx_count);
  		for (int i = 0; i < vtx_count; i++)
  		{
  			_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
  			_VtxWritePtr++;
  		}
  		for (int i = 2; i < points_count; i++)
  		{
  			_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);
  			_IdxWritePtr += 3;
  		}
  		_VtxCurrentIdx += (ImDrawIdx)vtx_count;
  	}
  }
  
  void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int amin, int amax)
  {
  	static ImVec2 circle_vtx[12];
  	static bool circle_vtx_builds = false;
  	const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx);
  	if (!circle_vtx_builds)
  	{
  		for (int i = 0; i < circle_vtx_count; i++)
  		{
  			const float a = ((float)i / (float)circle_vtx_count) * 2 * IM_PI;
  			circle_vtx[i].x = cosf(a);
  			circle_vtx[i].y = sinf(a);
  		}
  		circle_vtx_builds = true;
  	}
  
  	if (amin > amax) return;
  	if (radius == 0.0f)
  	{
  		_Path.push_back(centre);
  	}
  	else
  	{
  		_Path.reserve(_Path.Size + (amax - amin + 1));
  		for (int a = amin; a <= amax; a++)
  		{
  			const ImVec2& c = circle_vtx[a % circle_vtx_count];
  			_Path.push_back(ImVec2(centre.x + c.x * radius, centre.y + c.y * radius));
  		}
  	}
  }
  
  void ImDrawList::PathArcTo(const ImVec2& centre, float radius, float amin, float amax, int num_segments)
  {
  	if (radius == 0.0f)
  		_Path.push_back(centre);
  	_Path.reserve(_Path.Size + (num_segments + 1));
  	for (int i = 0; i <= num_segments; i++)
  	{
  		const float a = amin + ((float)i / (float)num_segments) * (amax - amin);
  		_Path.push_back(ImVec2(centre.x + cosf(a) * radius, centre.y + sinf(a) * radius));
  	}
  }
  
  static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
  {
  	float dx = x4 - x1;
  	float dy = y4 - y1;
  	float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
  	float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
  	d2 = (d2 >= 0) ? d2 : -d2;
  	d3 = (d3 >= 0) ? d3 : -d3;
  	if ((d2 + d3) * (d2 + d3) < tess_tol * (dx*dx + dy*dy))
  	{
  		path->push_back(ImVec2(x4, y4));
  	}
  	else if (level < 10)
  	{
  		float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f;
  		float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f;
  		float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f;
  		float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f;
  		float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f;
  		float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
  
  		PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
  		PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
  	}
  }
  
  void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
  {
  	ImVec2 p1 = _Path.back();
  	if (num_segments == 0)
  	{
  		// Auto-tessellated
  		PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, GImGui->Style.CurveTessellationTol, 0);
  	}
  	else
  	{
  		float t_step = 1.0f / (float)num_segments;
  		for (int i_step = 1; i_step <= num_segments; i_step++)
  		{
  			float t = t_step * i_step;
  			float u = 1.0f - t;
  			float w1 = u*u*u;
  			float w2 = 3 * u*u*t;
  			float w3 = 3 * u*t*t;
  			float w4 = t*t*t;
  			_Path.push_back(ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y));
  		}
  	}
  }
  
  void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
  {
  	float r = rounding;
  	r = ImMin(r, fabsf(b.x - a.x) * (((rounding_corners&(1 | 2)) == (1 | 2)) || ((rounding_corners&(4 | 8)) == (4 | 8)) ? 0.5f : 1.0f) - 1.0f);
  	r = ImMin(r, fabsf(b.y - a.y) * (((rounding_corners&(1 | 8)) == (1 | 8)) || ((rounding_corners&(2 | 4)) == (2 | 4)) ? 0.5f : 1.0f) - 1.0f);
  
  	if (r <= 0.0f || rounding_corners == 0)
  	{
  		PathLineTo(a);
  		PathLineTo(ImVec2(b.x, a.y));
  		PathLineTo(b);
  		PathLineTo(ImVec2(a.x, b.y));
  	}
  	else
  	{
  		const float r0 = (rounding_corners & 1) ? r : 0.0f;
  		const float r1 = (rounding_corners & 2) ? r : 0.0f;
  		const float r2 = (rounding_corners & 4) ? r : 0.0f;
  		const float r3 = (rounding_corners & 8) ? r : 0.0f;
  		PathArcToFast(ImVec2(a.x + r0, a.y + r0), r0, 6, 9);
  		PathArcToFast(ImVec2(b.x - r1, a.y + r1), r1, 9, 12);
  		PathArcToFast(ImVec2(b.x - r2, b.y - r2), r2, 0, 3);
  		PathArcToFast(ImVec2(a.x + r3, b.y - r3), r3, 3, 6);
  	}
  }
  
  void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  	PathLineTo(a + ImVec2(0.5f, 0.5f));
  	PathLineTo(b + ImVec2(0.5f, 0.5f));
  	PathStroke(col, false, thickness);
  }
  
  // a: upper-left, b: lower-right. we don't render 1 px sized rectangles properly.
  void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags, float thickness)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  	PathRect(a + ImVec2(0.5f, 0.5f), b - ImVec2(0.5f, 0.5f), rounding, rounding_corners_flags);
  	PathStroke(col, true, thickness);
  }
  
  void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners_flags)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  	if (rounding > 0.0f)
  	{
  		PathRect(a, b, rounding, rounding_corners_flags);
  		PathFillConvex(col);
  	}
  	else
  	{
  		PrimReserve(6, 4);
  		PrimRect(a, b, col);
  	}
  }
  
  void ImDrawList::AddRectFilledMultiColor(const ImVec2& a, const ImVec2& c, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left)
  {
  	if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
  		return;
  
  	const ImVec2 uv = GImGui->FontTexUvWhitePixel;
  	PrimReserve(6, 4);
  	PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));
  	PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3));
  	PrimWriteVtx(a, uv, col_upr_left);
  	PrimWriteVtx(ImVec2(c.x, a.y), uv, col_upr_right);
  	PrimWriteVtx(c, uv, col_bot_right);
  	PrimWriteVtx(ImVec2(a.x, c.y), uv, col_bot_left);
  }
  
  void ImDrawList::AddQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col, float thickness)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  
  	PathLineTo(a);
  	PathLineTo(b);
  	PathLineTo(c);
  	PathLineTo(d);
  	PathStroke(col, true, thickness);
  }
  
  void ImDrawList::AddQuadFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  
  	PathLineTo(a);
  	PathLineTo(b);
  	PathLineTo(c);
  	PathLineTo(d);
  	PathFillConvex(col);
  }
  
  void ImDrawList::AddTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col, float thickness)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  
  	PathLineTo(a);
  	PathLineTo(b);
  	PathLineTo(c);
  	PathStroke(col, true, thickness);
  }
  
  void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  
  	PathLineTo(a);
  	PathLineTo(b);
  	PathLineTo(c);
  	PathFillConvex(col);
  }
  
  void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments, float thickness)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  
  	const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
  	PathArcTo(centre, radius - 0.5f, 0.0f, a_max, num_segments);
  	PathStroke(col, true, thickness);
  }
  
  void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  
  	const float a_max = IM_PI*2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
  	PathArcTo(centre, radius, 0.0f, a_max, num_segments);
  	PathFillConvex(col);
  }
  
  void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  
  	PathLineTo(pos0);
  	PathBezierCurveTo(cp0, cp1, pos1, num_segments);
  	PathStroke(col, false, thickness);
  }
  
  void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  
  	if (text_end == NULL)
  		text_end = text_begin + strlen(text_begin);
  	if (text_begin == text_end)
  		return;
  
  	// IMPORTANT: This is one of the few instance of breaking the encapsulation of ImDrawList, as we pull this from ImGui state, but it is just SO useful.
  	// Might just move Font/FontSize to ImDrawList?
  	if (font == NULL)
  		font = GImGui->Font;
  	if (font_size == 0.0f)
  		font_size = GImGui->FontSize;
  
  	IM_ASSERT(font->ContainerAtlas->TexID == _TextureIdStack.back());  // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
  
  	ImVec4 clip_rect = _ClipRectStack.back();
  	if (cpu_fine_clip_rect)
  	{
  		clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
  		clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
  		clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
  		clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
  	}
  	font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
  }
  
  void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
  {
  	AddText(NULL, 0.0f, pos, col, text_begin, text_end);
  }
  
  void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  
  	// FIXME-OPT: This is wasting draw calls.
  	const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
  	if (push_texture_id)
  		PushTextureID(user_texture_id);
  
  	PrimReserve(6, 4);
  	PrimRectUV(a, b, uv_a, uv_b, col);
  
  	if (push_texture_id)
  		PopTextureID();
  }
  
  void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
  {
  	if ((col & IM_COL32_A_MASK) == 0)
  		return;
  
  	const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
  	if (push_texture_id)
  		PushTextureID(user_texture_id);
  
  	PrimReserve(6, 4);
  	PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
  
  	if (push_texture_id)
  		PopTextureID();
  }
  
  //-----------------------------------------------------------------------------
  // ImDrawData
  //-----------------------------------------------------------------------------
  
  // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
  void ImDrawData::DeIndexAllBuffers()
  {
  	ImVector<ImDrawVert> new_vtx_buffer;
  	TotalVtxCount = TotalIdxCount = 0;
  	for (int i = 0; i < CmdListsCount; i++)
  	{
  		ImDrawList* cmd_list = CmdLists[i];
  		if (cmd_list->IdxBuffer.empty())
  			continue;
  		new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
  		for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
  			new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
  		cmd_list->VtxBuffer.swap(new_vtx_buffer);
  		cmd_list->IdxBuffer.resize(0);
  		TotalVtxCount += cmd_list->VtxBuffer.Size;
  	}
  }
  
  // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than ImGui expects, or if there is a difference between your window resolution and framebuffer resolution.
  void ImDrawData::ScaleClipRects(const ImVec2& scale)
  {
  	for (int i = 0; i < CmdListsCount; i++)
  	{
  		ImDrawList* cmd_list = CmdLists[i];
  		for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
  		{
  			ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i];
  			cmd->ClipRect = ImVec4(cmd->ClipRect.x * scale.x, cmd->ClipRect.y * scale.y, cmd->ClipRect.z * scale.x, cmd->ClipRect.w * scale.y);
  		}
  	}
  }
  
  //-----------------------------------------------------------------------------
  // ImFontAtlas
  //-----------------------------------------------------------------------------
  
  ImFontConfig::ImFontConfig()
  {
  	FontData = NULL;
  	FontDataSize = 0;
  	FontDataOwnedByAtlas = true;
  	FontNo = 0;
  	SizePixels = 0.0f;
  	OversampleH = 3;
  	OversampleV = 1;
  	PixelSnapH = false;
  	GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
  	GlyphOffset = ImVec2(0.0f, 0.0f);
  	GlyphRanges = NULL;
  	MergeMode = false;
  	DstFont = NULL;
  	memset(Name, 0, sizeof(Name));
  }
  
  ImFontAtlas::ImFontAtlas()
  {
  	TexID = NULL;
  	TexPixelsAlpha8 = NULL;
  	TexPixelsRGBA32 = NULL;
  	TexWidth = TexHeight = TexDesiredWidth = 0;
  	TexUvWhitePixel = ImVec2(0, 0);
  }
  
  ImFontAtlas::~ImFontAtlas()
  {
  	Clear();
  }
  
  void    ImFontAtlas::ClearInputData()
  {
  	for (int i = 0; i < ConfigData.Size; i++)
  		if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
  		{
  			ImGui::MemFree(ConfigData[i].FontData);
  			ConfigData[i].FontData = NULL;
  		}
  
  	// When clearing this we lose access to the font name and other information used to build the font.
  	for (int i = 0; i < Fonts.Size; i++)
  		if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size)
  		{
  			Fonts[i]->ConfigData = NULL;
  			Fonts[i]->ConfigDataCount = 0;
  		}
  	ConfigData.clear();
  }
  
  void    ImFontAtlas::ClearTexData()
  {
  	if (TexPixelsAlpha8)
  		ImGui::MemFree(TexPixelsAlpha8);
  	if (TexPixelsRGBA32)
  		ImGui::MemFree(TexPixelsRGBA32);
  	TexPixelsAlpha8 = NULL;
  	TexPixelsRGBA32 = NULL;
  }
  
  void    ImFontAtlas::ClearFonts()
  {
  	for (int i = 0; i < Fonts.Size; i++)
  	{
  		Fonts[i]->~ImFont();
  		ImGui::MemFree(Fonts[i]);
  	}
  	Fonts.clear();
  }
  
  void    ImFontAtlas::Clear()
  {
  	ClearInputData();
  	ClearTexData();
  	ClearFonts();
  }
  
  void    ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
  {
  	// Build atlas on demand
  	if (TexPixelsAlpha8 == NULL)
  	{
  		if (ConfigData.empty())
  			AddFontDefault();
  		Build();
  	}
  
  	*out_pixels = TexPixelsAlpha8;
  	if (out_width) *out_width = TexWidth;
  	if (out_height) *out_height = TexHeight;
  	if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
  }
  
  void    ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
  {
  	// Convert to RGBA32 format on demand
  	// Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
  	if (!TexPixelsRGBA32)
  	{
  		unsigned char* pixels;
  		GetTexDataAsAlpha8(&pixels, NULL, NULL);
  		TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc((size_t)(TexWidth * TexHeight * 4));
  		const unsigned char* src = pixels;
  		unsigned int* dst = TexPixelsRGBA32;
  		for (int n = TexWidth * TexHeight; n > 0; n--)
  			*dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
  	}
  
  	*out_pixels = (unsigned char*)TexPixelsRGBA32;
  	if (out_width) *out_width = TexWidth;
  	if (out_height) *out_height = TexHeight;
  	if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
  }
  
  ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
  {
  	IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
  	IM_ASSERT(font_cfg->SizePixels > 0.0f);
  
  	// Create new font
  	if (!font_cfg->MergeMode)
  	{
  		ImFont* font = (ImFont*)ImGui::MemAlloc(sizeof(ImFont));
  		IM_PLACEMENT_NEW(font) ImFont();
  		Fonts.push_back(font);
  	}
  	else
  	{
  		IM_ASSERT(!Fonts.empty()); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
  	}
  
  	ConfigData.push_back(*font_cfg);
  	ImFontConfig& new_font_cfg = ConfigData.back();
  	if (!new_font_cfg.DstFont)
  		new_font_cfg.DstFont = Fonts.back();
  	if (!new_font_cfg.FontDataOwnedByAtlas)
  	{
  		new_font_cfg.FontData = ImGui::MemAlloc(new_font_cfg.FontDataSize);
  		new_font_cfg.FontDataOwnedByAtlas = true;
  		memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
  	}
  
  	// Invalidate texture
  	ClearTexData();
  	return new_font_cfg.DstFont;
  }
  
  // Default font TTF is compressed with stb_compress then base85 encoded (see extra_fonts/binary_to_compressed_c.cpp for encoder)
  static unsigned int stb_decompress_length(unsigned char *input);
  static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length);
  static const char*  GetDefaultCompressedFontDataTTFBase85();
  static unsigned int Decode85Byte(char c) { return c >= '\\' ? c - 36 : c - 35; }
  static void         Decode85(const unsigned char* src, unsigned char* dst)
  {
  	while (*src)
  	{
  		unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4]))));
  		dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF);   // We can't assume little-endianness.
  		src += 5;
  		dst += 4;
  	}
  }
  
  // Load embedded ProggyClean.ttf at size 13, disable oversampling
  ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
  {
  	ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
  	if (!font_cfg_template)
  	{
  		font_cfg.OversampleH = font_cfg.OversampleV = 1;
  		font_cfg.PixelSnapH = true;
  	}
  	if (font_cfg.Name[0] == '\0') strcpy(font_cfg.Name, "ProggyClean.ttf, 13px");
  
  	const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
  	ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, 13.0f, &font_cfg, GetGlyphRangesDefault());
  	return font;
  }
  
  ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
  {
  	int data_size = 0;
  	void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
  	if (!data)
  	{
  		IM_ASSERT(0); // Could not load file.
  		return NULL;
  	}
  	ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
  	if (font_cfg.Name[0] == '\0')
  	{
  		// Store a short copy of filename into into the font name for convenience
  		const char* p;
  		for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
  		snprintf(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
  	}
  	return AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg, glyph_ranges);
  }
  
  // NBM Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
  ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
  {
  	ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
  	IM_ASSERT(font_cfg.FontData == NULL);
  	font_cfg.FontData = ttf_data;
  	font_cfg.FontDataSize = ttf_size;
  	font_cfg.SizePixels = size_pixels;
  	if (glyph_ranges)
  		font_cfg.GlyphRanges = glyph_ranges;
  	return AddFont(&font_cfg);
  }
  
  ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
  {
  	const unsigned int buf_decompressed_size = stb_decompress_length((unsigned char*)compressed_ttf_data);
  	unsigned char* buf_decompressed_data = (unsigned char *)ImGui::MemAlloc(buf_decompressed_size);
  	stb_decompress(buf_decompressed_data, (unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
  
  	ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
  	IM_ASSERT(font_cfg.FontData == NULL);
  	font_cfg.FontDataOwnedByAtlas = true;
  	return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
  }
  
  ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
  {
  	int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
  	void* compressed_ttf = ImGui::MemAlloc((size_t)compressed_ttf_size);
  	Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
  	ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
  	ImGui::MemFree(compressed_ttf);
  	return font;
  }
  
  bool    ImFontAtlas::Build()
  {
  	IM_ASSERT(ConfigData.Size > 0);
  
  	TexID = NULL;
  	TexWidth = TexHeight = 0;
  	TexUvWhitePixel = ImVec2(0, 0);
  	ClearTexData();
  
  	struct ImFontTempBuildData
  	{
  		stbtt_fontinfo      FontInfo;
  		stbrp_rect*         Rects;
  		stbtt_pack_range*   Ranges;
  		int                 RangesCount;
  	};
  	ImFontTempBuildData* tmp_array = (ImFontTempBuildData*)ImGui::MemAlloc((size_t)ConfigData.Size * sizeof(ImFontTempBuildData));
  
  	// Initialize font information early (so we can error without any cleanup) + count glyphs
  	int total_glyph_count = 0;
  	int total_glyph_range_count = 0;
  	for (int input_i = 0; input_i < ConfigData.Size; input_i++)
  	{
  		ImFontConfig& cfg = ConfigData[input_i];
  		ImFontTempBuildData& tmp = tmp_array[input_i];
  
  		IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == this));
  		const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
  		IM_ASSERT(font_offset >= 0);
  		if (!stbtt_InitFont(&tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
  			return false;
  
  		// Count glyphs
  		if (!cfg.GlyphRanges)
  			cfg.GlyphRanges = GetGlyphRangesDefault();
  		for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
  		{
  			total_glyph_count += (in_range[1] - in_range[0]) + 1;
  			total_glyph_range_count++;
  		}
  	}
  
  	// Start packing. We need a known width for the skyline algorithm. Using a cheap heuristic here to decide of width. User can override TexDesiredWidth if they wish.
  	// After packing is done, width shouldn't matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
  	TexWidth = (TexDesiredWidth > 0) ? TexDesiredWidth : (total_glyph_count > 4000) ? 4096 : (total_glyph_count > 2000) ? 2048 : (total_glyph_count > 1000) ? 1024 : 512;
  	TexHeight = 0;
  	const int max_tex_height = 1024 * 32;
  	stbtt_pack_context spc;
  	stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, 1, NULL);
  
  	// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
  	ImVector<stbrp_rect> extra_rects;
  	RenderCustomTexData(0, &extra_rects);
  	stbtt_PackSetOversampling(&spc, 1, 1);
  	stbrp_pack_rects((stbrp_context*)spc.pack_info, &extra_rects[0], extra_rects.Size);
  	for (int i = 0; i < extra_rects.Size; i++)
  		if (extra_rects[i].was_packed)
  			TexHeight = ImMax(TexHeight, extra_rects[i].y + extra_rects[i].h);
  
  	// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
  	int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0;
  	stbtt_packedchar* buf_packedchars = (stbtt_packedchar*)ImGui::MemAlloc(total_glyph_count * sizeof(stbtt_packedchar));
  	stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyph_count * sizeof(stbrp_rect));
  	stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_glyph_range_count * sizeof(stbtt_pack_range));
  	memset(buf_packedchars, 0, total_glyph_count * sizeof(stbtt_packedchar));
  	memset(buf_rects, 0, total_glyph_count * sizeof(stbrp_rect));              // Unnecessary but let's clear this for the sake of sanity.
  	memset(buf_ranges, 0, total_glyph_range_count * sizeof(stbtt_pack_range));
  
  	// First font pass: pack all glyphs (no rendering at this point, we are working with rectangles in an infinitely tall texture at this point)
  	for (int input_i = 0; input_i < ConfigData.Size; input_i++)
  	{
  		ImFontConfig& cfg = ConfigData[input_i];
  		ImFontTempBuildData& tmp = tmp_array[input_i];
  
  		// Setup ranges
  		int glyph_count = 0;
  		int glyph_ranges_count = 0;
  		for (const ImWchar* in_range = cfg.GlyphRanges; in_range[0] && in_range[1]; in_range += 2)
  		{
  			glyph_count += (in_range[1] - in_range[0]) + 1;
  			glyph_ranges_count++;
  		}
  		tmp.Ranges = buf_ranges + buf_ranges_n;
  		tmp.RangesCount = glyph_ranges_count;
  		buf_ranges_n += glyph_ranges_count;
  		for (int i = 0; i < glyph_ranges_count; i++)
  		{
  			const ImWchar* in_range = &cfg.GlyphRanges[i * 2];
  			stbtt_pack_range& range = tmp.Ranges[i];
  			range.font_size = cfg.SizePixels;
  			range.first_unicode_codepoint_in_range = in_range[0];
  			range.num_chars = (in_range[1] - in_range[0]) + 1;
  			range.chardata_for_range = buf_packedchars + buf_packedchars_n;
  			buf_packedchars_n += range.num_chars;
  		}
  
  		// Pack
  		tmp.Rects = buf_rects + buf_rects_n;
  		buf_rects_n += glyph_count;
  		stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
  		int n = stbtt_PackFontRangesGatherRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
  		stbrp_pack_rects((stbrp_context*)spc.pack_info, tmp.Rects, n);
  
  		// Extend texture height
  		for (int i = 0; i < n; i++)
  			if (tmp.Rects[i].was_packed)
  				TexHeight = ImMax(TexHeight, tmp.Rects[i].y + tmp.Rects[i].h);
  	}
  	IM_ASSERT(buf_rects_n == total_glyph_count);
  	IM_ASSERT(buf_packedchars_n == total_glyph_count);
  	IM_ASSERT(buf_ranges_n == total_glyph_range_count);
  
  	// Create texture
  	TexHeight = ImUpperPowerOfTwo(TexHeight);
  	TexPixelsAlpha8 = (unsigned char*)ImGui::MemAlloc(TexWidth * TexHeight);
  	memset(TexPixelsAlpha8, 0, TexWidth * TexHeight);
  	spc.pixels = TexPixelsAlpha8;
  	spc.height = TexHeight;
  
  	// Second pass: render characters
  	for (int input_i = 0; input_i < ConfigData.Size; input_i++)
  	{
  		ImFontConfig& cfg = ConfigData[input_i];
  		ImFontTempBuildData& tmp = tmp_array[input_i];
  		stbtt_PackSetOversampling(&spc, cfg.OversampleH, cfg.OversampleV);
  		stbtt_PackFontRangesRenderIntoRects(&spc, &tmp.FontInfo, tmp.Ranges, tmp.RangesCount, tmp.Rects);
  		tmp.Rects = NULL;
  	}
  
  	// End packing
  	stbtt_PackEnd(&spc);
  	ImGui::MemFree(buf_rects);
  	buf_rects = NULL;
  
  	// Third pass: setup ImFont and glyphs for runtime
  	for (int input_i = 0; input_i < ConfigData.Size; input_i++)
  	{
  		ImFontConfig& cfg = ConfigData[input_i];
  		ImFontTempBuildData& tmp = tmp_array[input_i];
  		ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
  
  		float font_scale = stbtt_ScaleForPixelHeight(&tmp.FontInfo, cfg.SizePixels);
  		int unscaled_ascent, unscaled_descent, unscaled_line_gap;
  		stbtt_GetFontVMetrics(&tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
  
  		float ascent = unscaled_ascent * font_scale;
  		float descent = unscaled_descent * font_scale;
  		if (!cfg.MergeMode)
  		{
  			dst_font->ContainerAtlas = this;
  			dst_font->ConfigData = &cfg;
  			dst_font->ConfigDataCount = 0;
  			dst_font->FontSize = cfg.SizePixels;
  			dst_font->Ascent = ascent;
  			dst_font->Descent = descent;
  			dst_font->Glyphs.resize(0);
  			dst_font->MetricsTotalSurface = 0;
  		}
  		dst_font->ConfigDataCount++;
  		float off_x = cfg.GlyphOffset.x;
  		float off_y = cfg.GlyphOffset.y;
  
  		dst_font->FallbackGlyph = NULL; // Always clear fallback so FindGlyph can return NULL. It will be set again in BuildLookupTable()
  		for (int i = 0; i < tmp.RangesCount; i++)
  		{
  			stbtt_pack_range& range = tmp.Ranges[i];
  			for (int char_idx = 0; char_idx < range.num_chars; char_idx += 1)
  			{
  				const stbtt_packedchar& pc = range.chardata_for_range[char_idx];
  				if (!pc.x0 && !pc.x1 && !pc.y0 && !pc.y1)
  					continue;
  
  				const int codepoint = range.first_unicode_codepoint_in_range + char_idx;
  				if (cfg.MergeMode && dst_font->FindGlyph((unsigned short)codepoint))
  					continue;
  
  				stbtt_aligned_quad q;
  				float dummy_x = 0.0f, dummy_y = 0.0f;
  				stbtt_GetPackedQuad(range.chardata_for_range, TexWidth, TexHeight, char_idx, &dummy_x, &dummy_y, &q, 0);
  
  				dst_font->Glyphs.resize(dst_font->Glyphs.Size + 1);
  				ImFont::Glyph& glyph = dst_font->Glyphs.back();
  				glyph.Codepoint = (ImWchar)codepoint;
  				glyph.X0 = q.x0 + off_x; glyph.Y0 = q.y0 + off_y; glyph.X1 = q.x1 + off_x; glyph.Y1 = q.y1 + off_y;
  				glyph.U0 = q.s0; glyph.V0 = q.t0; glyph.U1 = q.s1; glyph.V1 = q.t1;
  				glyph.Y0 += (float)(int)(dst_font->Ascent + 0.5f);
  				glyph.Y1 += (float)(int)(dst_font->Ascent + 0.5f);
  				glyph.XAdvance = (pc.xadvance + cfg.GlyphExtraSpacing.x);  // Bake spacing into XAdvance
  				if (cfg.PixelSnapH)
  					glyph.XAdvance = (float)(int)(glyph.XAdvance + 0.5f);
  				dst_font->MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * TexHeight + 1.99f); // +1 to account for average padding, +0.99 to round
  			}
  		}
  		cfg.DstFont->BuildLookupTable();
  	}
  
  	// Cleanup temporaries
  	ImGui::MemFree(buf_packedchars);
  	ImGui::MemFree(buf_ranges);
  	ImGui::MemFree(tmp_array);
  
  	// Render into our custom data block
  	RenderCustomTexData(1, &extra_rects);
  
  	return true;
  }
  
  void ImFontAtlas::RenderCustomTexData(int pass, void* p_rects)
  {
  	// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
  	// The white texels on the top left are the ones we'll use everywhere in ImGui to render filled shapes.
  	const int TEX_DATA_W = 90;
  	const int TEX_DATA_H = 27;
  	const char texture_data[TEX_DATA_W*TEX_DATA_H + 1] =
  	{
  		"..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX"
  		"..-         -X.....X-   X.X   -          X.X          -X.....X          -          X.....X"
  		"---         -XXX.XXX-  X...X  -         X...X         -X....X           -           X....X"
  		"X           -  X.X  - X.....X -        X.....X        -X...X            -            X...X"
  		"XX          -  X.X  -X.......X-       X.......X       -X..X.X           -           X.X..X"
  		"X.X         -  X.X  -XXXX.XXXX-       XXXX.XXXX       -X.X X.X          -          X.X X.X"
  		"X..X        -  X.X  -   X.X   -          X.X          -XX   X.X         -         X.X   XX"
  		"X...X       -  X.X  -   X.X   -    XX    X.X    XX    -      X.X        -        X.X      "
  		"X....X      -  X.X  -   X.X   -   X.X    X.X    X.X   -       X.X       -       X.X       "
  		"X.....X     -  X.X  -   X.X   -  X..X    X.X    X..X  -        X.X      -      X.X        "
  		"X......X    -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -         X.X   XX-XX   X.X         "
  		"X.......X   -  X.X  -   X.X   -X.....................X-          X.X X.X-X.X X.X          "
  		"X........X  -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -           X.X..X-X..X.X           "
  		"X.........X -XXX.XXX-   X.X   -  X..X    X.X    X..X  -            X...X-X...X            "
  		"X..........X-X.....X-   X.X   -   X.X    X.X    X.X   -           X....X-X....X           "
  		"X......XXXXX-XXXXXXX-   X.X   -    XX    X.X    XX    -          X.....X-X.....X          "
  		"X...X..X    ---------   X.X   -          X.X          -          XXXXXXX-XXXXXXX          "
  		"X..X X..X   -       -XXXX.XXXX-       XXXX.XXXX       ------------------------------------"
  		"X.X  X..X   -       -X.......X-       X.......X       -    XX           XX    -           "
  		"XX    X..X  -       - X.....X -        X.....X        -   X.X           X.X   -           "
  		"      X..X          -  X...X  -         X...X         -  X..X           X..X  -           "
  		"       XX           -   X.X   -          X.X          - X...XXXXXXXXXXXXX...X -           "
  		"------------        -    X    -           X           -X.....................X-           "
  		"                    ----------------------------------- X...XXXXXXXXXXXXX...X -           "
  		"                                                      -  X..X           X..X  -           "
  		"                                                      -   X.X           X.X   -           "
  		"                                                      -    XX           XX    -           "
  	};
  
  	ImVector<stbrp_rect>& rects = *(ImVector<stbrp_rect>*)p_rects;
  	if (pass == 0)
  	{
  		// Request rectangles
  		stbrp_rect r;
  		memset(&r, 0, sizeof(r));
  		r.w = (TEX_DATA_W * 2) + 1;
  		r.h = TEX_DATA_H + 1;
  		rects.push_back(r);
  	}
  	else if (pass == 1)
  	{
  		// Render/copy pixels
  		const stbrp_rect& r = rects[0];
  		for (int y = 0, n = 0; y < TEX_DATA_H; y++)
  			for (int x = 0; x < TEX_DATA_W; x++, n++)
  			{
  				const int offset0 = (int)(r.x + x) + (int)(r.y + y) * TexWidth;
  				const int offset1 = offset0 + 1 + TEX_DATA_W;
  				TexPixelsAlpha8[offset0] = texture_data[n] == '.' ? 0xFF : 0x00;
  				TexPixelsAlpha8[offset1] = texture_data[n] == 'X' ? 0xFF : 0x00;
  			}
  		const ImVec2 tex_uv_scale(1.0f / TexWidth, 1.0f / TexHeight);
  		TexUvWhitePixel = ImVec2((r.x + 0.5f) * tex_uv_scale.x, (r.y + 0.5f) * tex_uv_scale.y);
  
  		// Setup mouse cursors
  		const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
  		{
  			// Pos ........ Size ......... Offset ......
  			{ ImVec2(0,3),  ImVec2(12,19), ImVec2(0, 0) }, // ImGuiMouseCursor_Arrow
  			{ ImVec2(13,0), ImVec2(7,16),  ImVec2(4, 8) }, // ImGuiMouseCursor_TextInput
  			{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
  			{ ImVec2(21,0), ImVec2(9,23), ImVec2(5,11) }, // ImGuiMouseCursor_ResizeNS
  			{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
  			{ ImVec2(73,0), ImVec2(17,17), ImVec2(9, 9) }, // ImGuiMouseCursor_ResizeNESW
  			{ ImVec2(55,0), ImVec2(17,17), ImVec2(9, 9) }, // ImGuiMouseCursor_ResizeNWSE
  		};
  
  		for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
  		{
  			ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
  			ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.x, (float)r.y);
  			const ImVec2 size = cursor_datas[type][1];
  			cursor_data.Type = type;
  			cursor_data.Size = size;
  			cursor_data.HotOffset = cursor_datas[type][2];
  			cursor_data.TexUvMin[0] = (pos)* tex_uv_scale;
  			cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
  			pos.x += TEX_DATA_W + 1;
  			cursor_data.TexUvMin[1] = (pos)* tex_uv_scale;
  			cursor_data.TexUvMax[1] = (pos + size) * tex_uv_scale;
  		}
  	}
  }
  
  // Retrieve list of range (2 int per range, values are inclusive)
  const ImWchar*   ImFontAtlas::GetGlyphRangesDefault()
  {
  	static const ImWchar ranges[] =
  	{
  		0x0020, 0x00FF, // Basic Latin + Latin Supplement
  		0,
  	};
  	return &ranges[0];
  }
  
  const ImWchar*  ImFontAtlas::GetGlyphRangesKorean()
  {
  	static const ImWchar ranges[] =
  	{
  		0x0020, 0x00FF, // Basic Latin + Latin Supplement
  		0x3131, 0x3163, // Korean alphabets
  		0xAC00, 0xD79D, // Korean characters
  		0,
  	};
  	return &ranges[0];
  }
  
  const ImWchar*  ImFontAtlas::GetGlyphRangesChinese()
  {
  	static const ImWchar ranges[] =
  	{
  		0x0020, 0x00FF, // Basic Latin + Latin Supplement
  		0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
  		0x31F0, 0x31FF, // Katakana Phonetic Extensions
  		0xFF00, 0xFFEF, // Half-width characters
  		0x4e00, 0x9FAF, // CJK Ideograms
  		0,
  	};
  	return &ranges[0];
  }
  
  const ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()
  {
  	// Store the 1946 ideograms code points as successive offsets from the initial unicode codepoint 0x4E00. Each offset has an implicit +1.
  	// This encoding helps us reduce the source code size.
  	static const short offsets_from_0x4E00[] =
  	{
  		-1,0,1,3,0,0,0,0,1,0,5,1,1,0,7,4,6,10,0,1,9,9,7,1,3,19,1,10,7,1,0,1,0,5,1,0,6,4,2,6,0,0,12,6,8,0,3,5,0,1,0,9,0,0,8,1,1,3,4,5,13,0,0,8,2,17,
  		4,3,1,1,9,6,0,0,0,2,1,3,2,22,1,9,11,1,13,1,3,12,0,5,9,2,0,6,12,5,3,12,4,1,2,16,1,1,4,6,5,3,0,6,13,15,5,12,8,14,0,0,6,15,3,6,0,18,8,1,6,14,1,
  		5,4,12,24,3,13,12,10,24,0,0,0,1,0,1,1,2,9,10,2,2,0,0,3,3,1,0,3,8,0,3,2,4,4,1,6,11,10,14,6,15,3,4,15,1,0,0,5,2,2,0,0,1,6,5,5,6,0,3,6,5,0,0,1,0,
  		11,2,2,8,4,7,0,10,0,1,2,17,19,3,0,2,5,0,6,2,4,4,6,1,1,11,2,0,3,1,2,1,2,10,7,6,3,16,0,8,24,0,0,3,1,1,3,0,1,6,0,0,0,2,0,1,5,15,0,1,0,0,2,11,19,
  		1,4,19,7,6,5,1,0,0,0,0,5,1,0,1,9,0,0,5,0,2,0,1,0,3,0,11,3,0,2,0,0,0,0,0,9,3,6,4,12,0,14,0,0,29,10,8,0,14,37,13,0,31,16,19,0,8,30,1,20,8,3,48,
  		21,1,0,12,0,10,44,34,42,54,11,18,82,0,2,1,2,12,1,0,6,2,17,2,12,7,0,7,17,4,2,6,24,23,8,23,39,2,16,23,1,0,5,1,2,15,14,5,6,2,11,0,8,6,2,2,2,14,
  		20,4,15,3,4,11,10,10,2,5,2,1,30,2,1,0,0,22,5,5,0,3,1,5,4,1,0,0,2,2,21,1,5,1,2,16,2,1,3,4,0,8,4,0,0,5,14,11,2,16,1,13,1,7,0,22,15,3,1,22,7,14,
  		22,19,11,24,18,46,10,20,64,45,3,2,0,4,5,0,1,4,25,1,0,0,2,10,0,0,0,1,0,1,2,0,0,9,1,2,0,0,0,2,5,2,1,1,5,5,8,1,1,1,5,1,4,9,1,3,0,1,0,1,1,2,0,0,
  		2,0,1,8,22,8,1,0,0,0,0,4,2,1,0,9,8,5,0,9,1,30,24,2,6,4,39,0,14,5,16,6,26,179,0,2,1,1,0,0,0,5,2,9,6,0,2,5,16,7,5,1,1,0,2,4,4,7,15,13,14,0,0,
  		3,0,1,0,0,0,2,1,6,4,5,1,4,9,0,3,1,8,0,0,10,5,0,43,0,2,6,8,4,0,2,0,0,9,6,0,9,3,1,6,20,14,6,1,4,0,7,2,3,0,2,0,5,0,3,1,0,3,9,7,0,3,4,0,4,9,1,6,0,
  		9,0,0,2,3,10,9,28,3,6,2,4,1,2,32,4,1,18,2,0,3,1,5,30,10,0,2,2,2,0,7,9,8,11,10,11,7,2,13,7,5,10,0,3,40,2,0,1,6,12,0,4,5,1,5,11,11,21,4,8,3,7,
  		8,8,33,5,23,0,0,19,8,8,2,3,0,6,1,1,1,5,1,27,4,2,5,0,3,5,6,3,1,0,3,1,12,5,3,3,2,0,7,7,2,1,0,4,0,1,1,2,0,10,10,6,2,5,9,7,5,15,15,21,6,11,5,20,
  		4,3,5,5,2,5,0,2,1,0,1,7,28,0,9,0,5,12,5,5,18,30,0,12,3,3,21,16,25,32,9,3,14,11,24,5,66,9,1,2,0,5,9,1,5,1,8,0,8,3,3,0,1,15,1,4,8,1,2,7,0,7,2,
  		8,3,7,5,3,7,10,2,1,0,0,2,25,0,6,4,0,10,0,4,2,4,1,12,5,38,4,0,4,1,10,5,9,4,0,14,4,2,5,18,20,21,1,3,0,5,0,7,0,3,7,1,3,1,1,8,1,0,0,0,3,2,5,2,11,
  		6,0,13,1,3,9,1,12,0,16,6,2,1,0,2,1,12,6,13,11,2,0,28,1,7,8,14,13,8,13,0,2,0,5,4,8,10,2,37,42,19,6,6,7,4,14,11,18,14,80,7,6,0,4,72,12,36,27,
  		7,7,0,14,17,19,164,27,0,5,10,7,3,13,6,14,0,2,2,5,3,0,6,13,0,0,10,29,0,4,0,3,13,0,3,1,6,51,1,5,28,2,0,8,0,20,2,4,0,25,2,10,13,10,0,16,4,0,1,0,
  		2,1,7,0,1,8,11,0,0,1,2,7,2,23,11,6,6,4,16,2,2,2,0,22,9,3,3,5,2,0,15,16,21,2,9,20,15,15,5,3,9,1,0,0,1,7,7,5,4,2,2,2,38,24,14,0,0,15,5,6,24,14,
  		5,5,11,0,21,12,0,3,8,4,11,1,8,0,11,27,7,2,4,9,21,59,0,1,39,3,60,62,3,0,12,11,0,3,30,11,0,13,88,4,15,5,28,13,1,4,48,17,17,4,28,32,46,0,16,0,
  		18,11,1,8,6,38,11,2,6,11,38,2,0,45,3,11,2,7,8,4,30,14,17,2,1,1,65,18,12,16,4,2,45,123,12,56,33,1,4,3,4,7,0,0,0,3,2,0,16,4,2,4,2,0,7,4,5,2,26,
  		2,25,6,11,6,1,16,2,6,17,77,15,3,35,0,1,0,5,1,0,38,16,6,3,12,3,3,3,0,9,3,1,3,5,2,9,0,18,0,25,1,3,32,1,72,46,6,2,7,1,3,14,17,0,28,1,40,13,0,20,
  		15,40,6,38,24,12,43,1,1,9,0,12,6,0,6,2,4,19,3,7,1,48,0,9,5,0,5,6,9,6,10,15,2,11,19,3,9,2,0,1,10,1,27,8,1,3,6,1,14,0,26,0,27,16,3,4,9,6,2,23,
  		9,10,5,25,2,1,6,1,1,48,15,9,15,14,3,4,26,60,29,13,37,21,1,6,4,0,2,11,22,23,16,16,2,2,1,3,0,5,1,6,4,0,0,4,0,0,8,3,0,2,5,0,7,1,7,3,13,2,4,10,
  		3,0,2,31,0,18,3,0,12,10,4,1,0,7,5,7,0,5,4,12,2,22,10,4,2,15,2,8,9,0,23,2,197,51,3,1,1,4,13,4,3,21,4,19,3,10,5,40,0,4,1,1,10,4,1,27,34,7,21,
  		2,17,2,9,6,4,2,3,0,4,2,7,8,2,5,1,15,21,3,4,4,2,2,17,22,1,5,22,4,26,7,0,32,1,11,42,15,4,1,2,5,0,19,3,1,8,6,0,10,1,9,2,13,30,8,2,24,17,19,1,4,
  		4,25,13,0,10,16,11,39,18,8,5,30,82,1,6,8,18,77,11,13,20,75,11,112,78,33,3,0,0,60,17,84,9,1,1,12,30,10,49,5,32,158,178,5,5,6,3,3,1,3,1,4,7,6,
  		19,31,21,0,2,9,5,6,27,4,9,8,1,76,18,12,1,4,0,3,3,6,3,12,2,8,30,16,2,25,1,5,5,4,3,0,6,10,2,3,1,0,5,1,19,3,0,8,1,5,2,6,0,0,0,19,1,2,0,5,1,2,5,
  		1,3,7,0,4,12,7,3,10,22,0,9,5,1,0,2,20,1,1,3,23,30,3,9,9,1,4,191,14,3,15,6,8,50,0,1,0,0,4,0,0,1,0,2,4,2,0,2,3,0,2,0,2,2,8,7,0,1,1,1,3,3,17,11,
  		91,1,9,3,2,13,4,24,15,41,3,13,3,1,20,4,125,29,30,1,0,4,12,2,21,4,5,5,19,11,0,13,11,86,2,18,0,7,1,8,8,2,2,22,1,2,6,5,2,0,1,2,8,0,2,0,5,2,1,0,
  		2,10,2,0,5,9,2,1,2,0,1,0,4,0,0,10,2,5,3,0,6,1,0,1,4,4,33,3,13,17,3,18,6,4,7,1,5,78,0,4,1,13,7,1,8,1,0,35,27,15,3,0,0,0,1,11,5,41,38,15,22,6,
  		14,14,2,1,11,6,20,63,5,8,27,7,11,2,2,40,58,23,50,54,56,293,8,8,1,5,1,14,0,1,12,37,89,8,8,8,2,10,6,0,0,0,4,5,2,1,0,1,1,2,7,0,3,3,0,4,6,0,3,2,
  		19,3,8,0,0,0,4,4,16,0,4,1,5,1,3,0,3,4,6,2,17,10,10,31,6,4,3,6,10,126,7,3,2,2,0,9,0,0,5,20,13,0,15,0,6,0,2,5,8,64,50,3,2,12,2,9,0,0,11,8,20,
  		109,2,18,23,0,0,9,61,3,0,28,41,77,27,19,17,81,5,2,14,5,83,57,252,14,154,263,14,20,8,13,6,57,39,38,
  	};
  	static ImWchar base_ranges[] =
  	{
  		0x0020, 0x00FF, // Basic Latin + Latin Supplement
  		0x3000, 0x30FF, // Punctuations, Hiragana, Katakana
  		0x31F0, 0x31FF, // Katakana Phonetic Extensions
  		0xFF00, 0xFFEF, // Half-width characters
  	};
  	static bool full_ranges_unpacked = false;
  	static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(offsets_from_0x4E00) * 2 + 1];
  	if (!full_ranges_unpacked)
  	{
  		// Unpack
  		int codepoint = 0x4e00;
  		memcpy(full_ranges, base_ranges, sizeof(base_ranges));
  		ImWchar* dst = full_ranges + IM_ARRAYSIZE(base_ranges);;
  		for (int n = 0; n < IM_ARRAYSIZE(offsets_from_0x4E00); n++, dst += 2)
  			dst[0] = dst[1] = (ImWchar)(codepoint += (offsets_from_0x4E00[n] + 1));
  		dst[0] = 0;
  		full_ranges_unpacked = true;
  	}
  	return &full_ranges[0];
  }
  
  const ImWchar*  ImFontAtlas::GetGlyphRangesCyrillic()
  {
  	static const ImWchar ranges[] =
  	{
  		0x0020, 0x00FF, // Basic Latin + Latin Supplement
  		0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
  		0x2DE0, 0x2DFF, // Cyrillic Extended-A
  		0xA640, 0xA69F, // Cyrillic Extended-B
  		0,
  	};
  	return &ranges[0];
  }
  
  const ImWchar*  ImFontAtlas::GetGlyphRangesThai()
  {
  	static const ImWchar ranges[] =
  	{
  		0x0020, 0x00FF, // Basic Latin
  		0x0E00, 0x0E7F, // Thai
  		0,
  	};
  	return &ranges[0];
  }
  
  //-----------------------------------------------------------------------------
  // ImFont
  //-----------------------------------------------------------------------------
  
  ImFont::ImFont()
  {
  	Scale = 1.0f;
  	FallbackChar = (ImWchar)'?';
  	Clear();
  }
  
  ImFont::~ImFont()
  {
  	// Invalidate active font so that the user gets a clear crash instead of a dangling pointer.
  	// If you want to delete fonts you need to do it between Render() and NewFrame().
  	// FIXME-CLEANUP
  	/*
  	ImGuiContext& g = *GImGui;
  	if (g.Font == this)
  	g.Font = NULL;
  	*/
  	Clear();
  }
  
  void    ImFont::Clear()
  {
  	FontSize = 0.0f;
  	DisplayOffset = ImVec2(0.0f, 1.0f);
  	Glyphs.clear();
  	IndexXAdvance.clear();
  	IndexLookup.clear();
  	FallbackGlyph = NULL;
  	FallbackXAdvance = 0.0f;
  	ConfigDataCount = 0;
  	ConfigData = NULL;
  	ContainerAtlas = NULL;
  	Ascent = Descent = 0.0f;
  	MetricsTotalSurface = 0;
  }
  
  void ImFont::BuildLookupTable()
  {
  	int max_codepoint = 0;
  	for (int i = 0; i != Glyphs.Size; i++)
  		max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
  
  	IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
  	IndexXAdvance.clear();
  	IndexLookup.clear();
  	GrowIndex(max_codepoint + 1);
  	for (int i = 0; i < Glyphs.Size; i++)
  	{
  		int codepoint = (int)Glyphs[i].Codepoint;
  		IndexXAdvance[codepoint] = Glyphs[i].XAdvance;
  		IndexLookup[codepoint] = (unsigned short)i;
  	}
  
  	// Create a glyph to handle TAB
  	// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
  	if (FindGlyph((unsigned short)' '))
  	{
  		if (Glyphs.back().Codepoint != '\t')   // So we can call this function multiple times
  			Glyphs.resize(Glyphs.Size + 1);
  		ImFont::Glyph& tab_glyph = Glyphs.back();
  		tab_glyph = *FindGlyph((unsigned short)' ');
  		tab_glyph.Codepoint = '\t';
  		tab_glyph.XAdvance *= 4;
  		IndexXAdvance[(int)tab_glyph.Codepoint] = (float)tab_glyph.XAdvance;
  		IndexLookup[(int)tab_glyph.Codepoint] = (unsigned short)(Glyphs.Size - 1);
  	}
  
  	FallbackGlyph = NULL;
  	FallbackGlyph = FindGlyph(FallbackChar);
  	FallbackXAdvance = FallbackGlyph ? FallbackGlyph->XAdvance : 0.0f;
  	for (int i = 0; i < max_codepoint + 1; i++)
  		if (IndexXAdvance[i] < 0.0f)
  			IndexXAdvance[i] = FallbackXAdvance;
  }
  
  void ImFont::SetFallbackChar(ImWchar c)
  {
  	FallbackChar = c;
  	BuildLookupTable();
  }
  
  void ImFont::GrowIndex(int new_size)
  {
  	IM_ASSERT(IndexXAdvance.Size == IndexLookup.Size);
  	int old_size = IndexLookup.Size;
  	if (new_size <= old_size)
  		return;
  	IndexXAdvance.resize(new_size);
  	IndexLookup.resize(new_size);
  	for (int i = old_size; i < new_size; i++)
  	{
  		IndexXAdvance[i] = -1.0f;
  		IndexLookup[i] = (unsigned short)-1;
  	}
  }
  
  void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
  {
  	IM_ASSERT(IndexLookup.Size > 0);    // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
  	int index_size = IndexLookup.Size;
  
  	if (dst < index_size && IndexLookup.Data[dst] == (unsigned short)-1 && !overwrite_dst) // 'dst' already exists
  		return;
  	if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
  		return;
  
  	GrowIndex(dst + 1);
  	IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (unsigned short)-1;
  	IndexXAdvance[dst] = (src < index_size) ? IndexXAdvance.Data[src] : 1.0f;
  }
  
  const ImFont::Glyph* ImFont::FindGlyph(unsigned short c) const
  {
  	if (c < IndexLookup.Size)
  	{
  		const unsigned short i = IndexLookup[c];
  		if (i != (unsigned short)-1)
  			return &Glyphs.Data[i];
  	}
  	return FallbackGlyph;
  }
  
  const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
  {
  	// Simple word-wrapping for English, not full-featured. Please submit failing cases!
  	// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
  
  	// For references, possible wrap point marked with ^
  	//  "aaa bbb, ccc,ddd. eee   fff. ggg!"
  	//      ^    ^    ^   ^   ^__    ^    ^
  
  	// List of hardcoded separators: .,;!?'"
  
  	// Skip extra blanks after a line returns (that includes not counting them in width computation)
  	// e.g. "Hello    world" --> "Hello" "World"
  
  	// Cut words that cannot possibly fit within one line.
  	// e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
  
  	float line_width = 0.0f;
  	float word_width = 0.0f;
  	float blank_width = 0.0f;
  
  	const char* word_end = text;
  	const char* prev_word_end = NULL;
  	bool inside_word = true;
  
  	const char* s = text;
  	while (s < text_end)
  	{
  		unsigned int c = (unsigned int)*s;
  		const char* next_s;
  		if (c < 0x80)
  			next_s = s + 1;
  		else
  			next_s = s + ImTextCharFromUtf8(&c, s, text_end);
  		if (c == 0)
  			break;
  
  		if (c < 32)
  		{
  			if (c == '\n')
  			{
  				line_width = word_width = blank_width = 0.0f;
  				inside_word = true;
  				s = next_s;
  				continue;
  			}
  			if (c == '\r')
  			{
  				s = next_s;
  				continue;
  			}
  		}
  
  		const float char_width = ((int)c < IndexXAdvance.Size ? IndexXAdvance[(int)c] : FallbackXAdvance) * scale;
  		if (ImCharIsSpace(c))
  		{
  			if (inside_word)
  			{
  				line_width += blank_width;
  				blank_width = 0.0f;
  				word_end = s;
  			}
  			blank_width += char_width;
  			inside_word = false;
  		}
  		else
  		{
  			word_width += char_width;
  			if (inside_word)
  			{
  				word_end = next_s;
  			}
  			else
  			{
  				prev_word_end = word_end;
  				line_width += word_width + blank_width;
  				word_width = blank_width = 0.0f;
  			}
  
  			// Allow wrapping after punctuation.
  			inside_word = !(c == '.' || c == ',' || c == ';' || c == '!' || c == '?' || c == '\"');
  		}
  
  		// We ignore blank width at the end of the line (they can be skipped)
  		if (line_width + word_width >= wrap_width)
  		{
  			// Words that cannot possibly fit within an entire line will be cut anywhere.
  			if (word_width < wrap_width)
  				s = prev_word_end ? prev_word_end : word_end;
  			break;
  		}
  
  		s = next_s;
  	}
  
  	return s;
  }
  
  ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
  {
  	if (!text_end)
  		text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
  
  	const float line_height = size;
  	const float scale = size / FontSize;
  
  	ImVec2 text_size = ImVec2(0, 0);
  	float line_width = 0.0f;
  
  	const bool word_wrap_enabled = (wrap_width > 0.0f);
  	const char* word_wrap_eol = NULL;
  
  	const char* s = text_begin;
  	while (s < text_end)
  	{
  		if (word_wrap_enabled)
  		{
  			// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
  			if (!word_wrap_eol)
  			{
  				word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
  				if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
  					word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
  			}
  
  			if (s >= word_wrap_eol)
  			{
  				if (text_size.x < line_width)
  					text_size.x = line_width;
  				text_size.y += line_height;
  				line_width = 0.0f;
  				word_wrap_eol = NULL;
  
  				// Wrapping skips upcoming blanks
  				while (s < text_end)
  				{
  					const char c = *s;
  					if (ImCharIsSpace(c)) { s++; }
  					else if (c == '\n') { s++; break; }
  					else { break; }
  				}
  				continue;
  			}
  		}
  
  		// Decode and advance source
  		const char* prev_s = s;
  		unsigned int c = (unsigned int)*s;
  		if (c < 0x80)
  		{
  			s += 1;
  		}
  		else
  		{
  			s += ImTextCharFromUtf8(&c, s, text_end);
  			if (c == 0) // Malformed UTF-8?
  				break;
  		}
  
  		if (c < 32)
  		{
  			if (c == '\n')
  			{
  				text_size.x = ImMax(text_size.x, line_width);
  				text_size.y += line_height;
  				line_width = 0.0f;
  				continue;
  			}
  			if (c == '\r')
  				continue;
  		}
  
  		const float char_width = ((int)c < IndexXAdvance.Size ? IndexXAdvance[(int)c] : FallbackXAdvance) * scale;
  		if (line_width + char_width >= max_width)
  		{
  			s = prev_s;
  			break;
  		}
  
  		line_width += char_width;
  	}
  
  	if (text_size.x < line_width)
  		text_size.x = line_width;
  
  	if (line_width > 0 || text_size.y == 0.0f)
  		text_size.y += line_height;
  
  	if (remaining)
  		*remaining = s;
  
  	return text_size;
  }
  
  void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const
  {
  	if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
  		return;
  	if (const Glyph* glyph = FindGlyph(c))
  	{
  		float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
  		pos.x = (float)(int)pos.x + DisplayOffset.x;
  		pos.y = (float)(int)pos.y + DisplayOffset.y;
  		ImVec2 pos_tl(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale);
  		ImVec2 pos_br(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale);
  		draw_list->PrimReserve(6, 4);
  		draw_list->PrimRectUV(pos_tl, pos_br, ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
  	}
  }
  
  void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
  {
  	if (!text_end)
  		text_end = text_begin + strlen(text_begin); // ImGui functions generally already provides a valid text_end, so this is merely to handle direct calls.
  
  													// Align to be pixel perfect
  	pos.x = (float)(int)pos.x + DisplayOffset.x;
  	pos.y = (float)(int)pos.y + DisplayOffset.y;
  	float x = pos.x;
  	float y = pos.y;
  	if (y > clip_rect.w)
  		return;
  
  	const float scale = size / FontSize;
  	const float line_height = FontSize * scale;
  	const bool word_wrap_enabled = (wrap_width > 0.0f);
  	const char* word_wrap_eol = NULL;
  
  	// Skip non-visible lines
  	const char* s = text_begin;
  	if (!word_wrap_enabled && y + line_height < clip_rect.y)
  		while (s < text_end && *s != '\n')  // Fast-forward to next line
  			s++;
  
  	// Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
  	const int vtx_count_max = (int)(text_end - s) * 4;
  	const int idx_count_max = (int)(text_end - s) * 6;
  	const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
  	draw_list->PrimReserve(idx_count_max, vtx_count_max);
  
  	ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
  	ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
  	unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
  
  	while (s < text_end)
  	{
  		if (word_wrap_enabled)
  		{
  			// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
  			if (!word_wrap_eol)
  			{
  				word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
  				if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
  					word_wrap_eol++;    // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
  			}
  
  			if (s >= word_wrap_eol)
  			{
  				x = pos.x;
  				y += line_height;
  				word_wrap_eol = NULL;
  
  				// Wrapping skips upcoming blanks
  				while (s < text_end)
  				{
  					const char c = *s;
  					if (ImCharIsSpace(c)) { s++; }
  					else if (c == '\n') { s++; break; }
  					else { break; }
  				}
  				continue;
  			}
  		}
  
  		// Decode and advance source
  		unsigned int c = (unsigned int)*s;
  		if (c < 0x80)
  		{
  			s += 1;
  		}
  		else
  		{
  			s += ImTextCharFromUtf8(&c, s, text_end);
  			if (c == 0) // Malformed UTF-8?
  				break;
  		}
  
  		if (c < 32)
  		{
  			if (c == '\n')
  			{
  				x = pos.x;
  				y += line_height;
  
  				if (y > clip_rect.w)
  					break;
  				if (!word_wrap_enabled && y + line_height < clip_rect.y)
  					while (s < text_end && *s != '\n')  // Fast-forward to next line
  						s++;
  				continue;
  			}
  			if (c == '\r')
  				continue;
  		}
  
  		float char_width = 0.0f;
  		if (const Glyph* glyph = FindGlyph((unsigned short)c))
  		{
  			char_width = glyph->XAdvance * scale;
  
  			// Arbitrarily assume that both space and tabs are empty glyphs as an optimization
  			if (c != ' ' && c != '\t')
  			{
  				// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
  				float x1 = x + glyph->X0 * scale;
  				float x2 = x + glyph->X1 * scale;
  				float y1 = y + glyph->Y0 * scale;
  				float y2 = y + glyph->Y1 * scale;
  				if (x1 <= clip_rect.z && x2 >= clip_rect.x)
  				{
  					// Render a character
  					float u1 = glyph->U0;
  					float v1 = glyph->V0;
  					float u2 = glyph->U1;
  					float v2 = glyph->V1;
  
  					// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
  					if (cpu_fine_clip)
  					{
  						if (x1 < clip_rect.x)
  						{
  							u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
  							x1 = clip_rect.x;
  						}
  						if (y1 < clip_rect.y)
  						{
  							v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
  							y1 = clip_rect.y;
  						}
  						if (x2 > clip_rect.z)
  						{
  							u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
  							x2 = clip_rect.z;
  						}
  						if (y2 > clip_rect.w)
  						{
  							v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
  							y2 = clip_rect.w;
  						}
  						if (y1 >= y2)
  						{
  							x += char_width;
  							continue;
  						}
  					}
  
  					// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
  					{
  						idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx + 1); idx_write[2] = (ImDrawIdx)(vtx_current_idx + 2);
  						idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx + 2); idx_write[5] = (ImDrawIdx)(vtx_current_idx + 3);
  						vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
  						vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
  						vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
  						vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
  						vtx_write += 4;
  						vtx_current_idx += 4;
  						idx_write += 6;
  					}
  				}
  			}
  		}
  
  		x += char_width;
  	}
  
  	// Give back unused vertices
  	draw_list->VtxBuffer.resize((int)(vtx_write - draw_list->VtxBuffer.Data));
  	draw_list->IdxBuffer.resize((int)(idx_write - draw_list->IdxBuffer.Data));
  	draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
  	draw_list->_VtxWritePtr = vtx_write;
  	draw_list->_IdxWritePtr = idx_write;
  	draw_list->_VtxCurrentIdx = (unsigned int)draw_list->VtxBuffer.Size;
  }
  
  //-----------------------------------------------------------------------------
  // DEFAULT FONT DATA
  //-----------------------------------------------------------------------------
  // Compressed with stb_compress() then converted to a C array.
  // Use the program in extra_fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
  // Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
  //-----------------------------------------------------------------------------
  
  static unsigned int stb_decompress_length(unsigned char *input)
  {
  	return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
  }
  
  static unsigned char *stb__barrier, *stb__barrier2, *stb__barrier3, *stb__barrier4;
  static unsigned char *stb__dout;
  static void stb__match(unsigned char *data, unsigned int length)
  {
  	// INVERSE of memmove... write each byte before copying the next...
  	IM_ASSERT(stb__dout + length <= stb__barrier);
  	if (stb__dout + length > stb__barrier) { stb__dout += length; return; }
  	if (data < stb__barrier4) { stb__dout = stb__barrier + 1; return; }
  	while (length--) *stb__dout++ = *data++;
  }
  
  static void stb__lit(unsigned char *data, unsigned int length)
  {
  	IM_ASSERT(stb__dout + length <= stb__barrier);
  	if (stb__dout + length > stb__barrier) { stb__dout += length; return; }
  	if (data < stb__barrier2) { stb__dout = stb__barrier + 1; return; }
  	memcpy(stb__dout, data, length);
  	stb__dout += length;
  }
  
  #define stb__in2(x)   ((i[x] << 8) + i[(x)+1])
  #define stb__in3(x)   ((i[x] << 16) + stb__in2((x)+1))
  #define stb__in4(x)   ((i[x] << 24) + stb__in3((x)+1))
  
  static unsigned char *stb_decompress_token(unsigned char *i)
  {
  	if (*i >= 0x20) { // use fewer if's for cases that expand small
  		if (*i >= 0x80)       stb__match(stb__dout - i[1] - 1, i[0] - 0x80 + 1), i += 2;
  		else if (*i >= 0x40)  stb__match(stb__dout - (stb__in2(0) - 0x4000 + 1), i[2] + 1), i += 3;
  		else /* *i >= 0x20 */ stb__lit(i + 1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
  	}
  	else { // more ifs for cases that expand large, since overhead is amortized
  		if (*i >= 0x18)       stb__match(stb__dout - (stb__in3(0) - 0x180000 + 1), i[3] + 1), i += 4;
  		else if (*i >= 0x10)  stb__match(stb__dout - (stb__in3(0) - 0x100000 + 1), stb__in2(3) + 1), i += 5;
  		else if (*i >= 0x08)  stb__lit(i + 2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
  		else if (*i == 0x07)  stb__lit(i + 3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
  		else if (*i == 0x06)  stb__match(stb__dout - (stb__in3(1) + 1), i[4] + 1), i += 5;
  		else if (*i == 0x04)  stb__match(stb__dout - (stb__in3(1) + 1), stb__in2(4) + 1), i += 6;
  	}
  	return i;
  }
  
  static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)
  {
  	const unsigned long ADLER_MOD = 65521;
  	unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
  	unsigned long blocklen, i;
  
  	blocklen = buflen % 5552;
  	while (buflen) {
  		for (i = 0; i + 7 < blocklen; i += 8) {
  			s1 += buffer[0], s2 += s1;
  			s1 += buffer[1], s2 += s1;
  			s1 += buffer[2], s2 += s1;
  			s1 += buffer[3], s2 += s1;
  			s1 += buffer[4], s2 += s1;
  			s1 += buffer[5], s2 += s1;
  			s1 += buffer[6], s2 += s1;
  			s1 += buffer[7], s2 += s1;
  
  			buffer += 8;
  		}
  
  		for (; i < blocklen; ++i)
  			s1 += *buffer++, s2 += s1;
  
  		s1 %= ADLER_MOD, s2 %= ADLER_MOD;
  		buflen -= blocklen;
  		blocklen = 5552;
  	}
  	return (unsigned int)(s2 << 16) + (unsigned int)s1;
  }
  
  static unsigned int stb_decompress(unsigned char *output, unsigned char *i, unsigned int length)
  {
  	unsigned int olen;
  	if (stb__in4(0) != 0x57bC0000) return 0;
  	if (stb__in4(4) != 0)          return 0; // error! stream is > 4GB
  	olen = stb_decompress_length(i);
  	stb__barrier2 = i;
  	stb__barrier3 = i + length;
  	stb__barrier = output + olen;
  	stb__barrier4 = output;
  	i += 16;
  
  	stb__dout = output;
  	for (;;) {
  		unsigned char *old_i = i;
  		i = stb_decompress_token(i);
  		if (i == old_i) {
  			if (*i == 0x05 && i[1] == 0xfa) {
  				IM_ASSERT(stb__dout == output + olen);
  				if (stb__dout != output + olen) return 0;
  				if (stb_adler32(1, output, olen) != (unsigned int)stb__in4(2))
  					return 0;
  				return olen;
  			}
  			else {
  				IM_ASSERT(0); /* NOTREACHED */
  				return 0;
  			}
  		}
  		IM_ASSERT(stb__dout <= output + olen);
  		if (stb__dout > output + olen)
  			return 0;
  	}
  }
  
  //-----------------------------------------------------------------------------
  // ProggyClean.ttf
  // Copyright (c) 2004, 2005 Tristan Grimmer
  // MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)
  // Download and more information at http://upperbounds.net
  //-----------------------------------------------------------------------------
  // File: 'ProggyClean.ttf' (41208 bytes)
  // Exported using binary_to_compressed_c.cpp
  //-----------------------------------------------------------------------------
  static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] =
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  static const char* GetDefaultCompressedFontDataTTFBase85()
  {
  	return proggy_clean_ttf_compressed_data_base85;
  }
  