text: // dear imgui, v1.75 WIP
  // (drawing and font code)
  
  /*
  
  Index of this file:
  
  // [SECTION] STB libraries implementation
  // [SECTION] Style functions
  // [SECTION] ImDrawList
  // [SECTION] ImDrawListSplitter
  // [SECTION] ImDrawData
  // [SECTION] Helpers ShadeVertsXXX functions
  // [SECTION] ImFontConfig
  // [SECTION] ImFontAtlas
  // [SECTION] ImFontAtlas glyph ranges helpers
  // [SECTION] ImFontGlyphRangesBuilder
  // [SECTION] ImFont
  // [SECTION] Internal Render Helpers
  // [SECTION] Decompression code
  // [SECTION] Default font data (ProggyClean.ttf)
  
  */
  #include "pch.h"
  #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
  #define _CRT_SECURE_NO_WARNINGS
  #endif
  
  #include "imgui.h"
  #ifndef IMGUI_DEFINE_MATH_OPERATORS
  #define IMGUI_DEFINE_MATH_OPERATORS
  #endif
  #include "imgui_internal.h"
  
  #include <stdio.h>      // vsnprintf, sscanf, printf
  #if !defined(alloca)
  #if defined(__GLIBC__) || defined(__sun) || defined(__CYGWIN__) || defined(__APPLE__) || defined(__SWITCH__)
  #include <alloca.h>     // alloca (glibc uses <alloca.h>. Note that Cygwin may have _WIN32 defined, so the order matters here)
  #elif defined(_WIN32)
  #include <malloc.h>     // alloca
  #if !defined(alloca)
  #define alloca _alloca  // for clang with MS Codegen
  #endif
  #else
  #include <stdlib.h>     // alloca
  #endif
  #endif
  
  // Visual Studio warnings
  #ifdef _MSC_VER
  #pragma warning (disable: 4127) // condition expression is constant
  #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
  #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
  #endif
  
  // Clang/GCC warnings with -Weverything
  #if defined(__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 is.
  #pragma clang diagnostic ignored "-Wsign-conversion"        // warning : implicit conversion changes signedness             //
  #if __has_warning("-Wzero-as-null-pointer-constant")
  #pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning : zero as null pointer constant              // some standard header variations use #define NULL 0
  #endif
  #if __has_warning("-Wcomma")
  #pragma clang diagnostic ignored "-Wcomma"                  // warning : possible misuse of comma operator here             //
  #endif
  #if __has_warning("-Wreserved-id-macro")
  #pragma clang diagnostic ignored "-Wreserved-id-macro"      // warning : macro name is a reserved identifier                //
  #endif
  #if __has_warning("-Wdouble-promotion")
  #pragma clang diagnostic ignored "-Wdouble-promotion"       // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
  #endif
  #elif defined(__GNUC__)
  #pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
  #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 "-Wstack-protector"          // warning: stack protector not protecting local variables: variable length buffer
  #pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
  #endif
  
  //-------------------------------------------------------------------------
  // [SECTION] STB libraries implementation
  //-------------------------------------------------------------------------
  
  // Compile time options:
  //#define IMGUI_STB_NAMESPACE           ImStb
  //#define IMGUI_STB_TRUETYPE_FILENAME   "my_folder/stb_truetype.h"
  //#define IMGUI_STB_RECT_PACK_FILENAME  "my_folder/stb_rect_pack.h"
  //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
  //#define IMGUI_DISABLE_STB_RECT_PACK_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
  
  #if defined(__clang__)
  #pragma clang diagnostic push
  #pragma clang diagnostic ignored "-Wunused-function"
  #pragma clang diagnostic ignored "-Wmissing-prototypes"
  #pragma clang diagnostic ignored "-Wimplicit-fallthrough"
  #pragma clang diagnostic ignored "-Wcast-qual"              // warning : cast from 'const xxxx *' to 'xxx *' drops const qualifier //
  #endif
  
  #if defined(__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]
  #pragma GCC diagnostic ignored "-Wcast-qual"                // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
  #endif
  
  #ifndef STB_RECT_PACK_IMPLEMENTATION                        // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
  #ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
  #define STBRP_STATIC
  #define STBRP_ASSERT(x)     IM_ASSERT(x)
  #define STBRP_SORT          ImQsort
  #define STB_RECT_PACK_IMPLEMENTATION
  #endif
  #ifdef IMGUI_STB_RECT_PACK_FILENAME
  #include IMGUI_STB_RECT_PACK_FILENAME
  #else
  #include "imstb_rectpack.h"
  #endif
  #endif
  
  #ifndef STB_TRUETYPE_IMPLEMENTATION                         // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
  #ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
  #define STBTT_malloc(x,u)   ((void)(u), IM_ALLOC(x))
  #define STBTT_free(x,u)     ((void)(u), IM_FREE(x))
  #define STBTT_assert(x)     IM_ASSERT(x)
  #define STBTT_fmod(x,y)     ImFmod(x,y)
  #define STBTT_sqrt(x)       ImSqrt(x)
  #define STBTT_pow(x,y)      ImPow(x,y)
  #define STBTT_fabs(x)       ImFabs(x)
  #define STBTT_ifloor(x)     ((int)ImFloorStd(x))
  #define STBTT_iceil(x)      ((int)ImCeil(x))
  #define STBTT_STATIC
  #define STB_TRUETYPE_IMPLEMENTATION
  #else
  #define STBTT_DEF extern
  #endif
  #ifdef IMGUI_STB_TRUETYPE_FILENAME
  #include IMGUI_STB_TRUETYPE_FILENAME
  #else
  #include "imstb_truetype.h"
  #endif
  #endif
  
  #if defined(__GNUC__)
  #pragma GCC diagnostic pop
  #endif
  
  #if defined(__clang__)
  #pragma clang diagnostic pop
  #endif
  
  #if defined(_MSC_VER)
  #pragma warning (pop)
  #endif
  
  #ifdef IMGUI_STB_NAMESPACE
  } // namespace ImStb
  using namespace IMGUI_STB_NAMESPACE;
  #endif
  
  //-----------------------------------------------------------------------------
  // [SECTION] Style functions
  //-----------------------------------------------------------------------------
  
  void ImGui::StyleColorsDark(ImGuiStyle* dst)
  {
      ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
      ImVec4* colors = style->Colors;
  
      colors[ImGuiCol_Text]                   = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
      colors[ImGuiCol_TextDisabled]           = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
      colors[ImGuiCol_WindowBg]               = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
      colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
      colors[ImGuiCol_PopupBg]                = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
      colors[ImGuiCol_Border]                 = ImVec4(0.43f, 0.43f, 0.50f, 0.50f);
      colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
      colors[ImGuiCol_FrameBg]                = ImVec4(0.16f, 0.29f, 0.48f, 0.54f);
      colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
      colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
      colors[ImGuiCol_TitleBg]                = ImVec4(0.04f, 0.04f, 0.04f, 1.00f);
      colors[ImGuiCol_TitleBgActive]          = ImVec4(0.16f, 0.29f, 0.48f, 1.00f);
      colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
      colors[ImGuiCol_MenuBarBg]              = ImVec4(0.14f, 0.14f, 0.14f, 1.00f);
      colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
      colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
      colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
      colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
      colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
      colors[ImGuiCol_SliderGrab]             = ImVec4(0.24f, 0.52f, 0.88f, 1.00f);
      colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
      colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
      colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
      colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
      colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
      colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
      colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
      colors[ImGuiCol_Separator]              = colors[ImGuiCol_Border];
      colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.10f, 0.40f, 0.75f, 0.78f);
      colors[ImGuiCol_SeparatorActive]        = ImVec4(0.10f, 0.40f, 0.75f, 1.00f);
      colors[ImGuiCol_ResizeGrip]             = ImVec4(0.26f, 0.59f, 0.98f, 0.25f);
      colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
      colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
      colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);
      colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
      colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
      colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
      colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);
      colors[ImGuiCol_PlotLines]              = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
      colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
      colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
      colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
      colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
      colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
      colors[ImGuiCol_NavHighlight]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
      colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
      colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
      colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
  }
  
  void ImGui::StyleColorsClassic(ImGuiStyle* dst)
  {
      ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
      ImVec4* colors = style->Colors;
  
      colors[ImGuiCol_Text]                   = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
      colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
      colors[ImGuiCol_WindowBg]               = ImVec4(0.00f, 0.00f, 0.00f, 0.70f);
      colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
      colors[ImGuiCol_PopupBg]                = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
      colors[ImGuiCol_Border]                 = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
      colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
      colors[ImGuiCol_FrameBg]                = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
      colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);
      colors[ImGuiCol_FrameBgActive]          = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);
      colors[ImGuiCol_TitleBg]                = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
      colors[ImGuiCol_TitleBgActive]          = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
      colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
      colors[ImGuiCol_MenuBarBg]              = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
      colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
      colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
      colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
      colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
      colors[ImGuiCol_CheckMark]              = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
      colors[ImGuiCol_SliderGrab]             = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
      colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
      colors[ImGuiCol_Button]                 = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
      colors[ImGuiCol_ButtonHovered]          = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);
      colors[ImGuiCol_ButtonActive]           = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);
      colors[ImGuiCol_Header]                 = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
      colors[ImGuiCol_HeaderHovered]          = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
      colors[ImGuiCol_HeaderActive]           = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
      colors[ImGuiCol_Separator]              = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
      colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
      colors[ImGuiCol_SeparatorActive]        = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
      colors[ImGuiCol_ResizeGrip]             = ImVec4(1.00f, 1.00f, 1.00f, 0.16f);
      colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
      colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
      colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.80f);
      colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
      colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
      colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
      colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);
      colors[ImGuiCol_PlotLines]              = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
      colors[ImGuiCol_PlotLinesHovered]       = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
      colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
      colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
      colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
      colors[ImGuiCol_DragDropTarget]         = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
      colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];
      colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
      colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
      colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
  }
  
  // Those light colors are better suited with a thicker font than the default one + FrameBorder
  void ImGui::StyleColorsLight(ImGuiStyle* dst)
  {
      ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
      ImVec4* colors = style->Colors;
  
      colors[ImGuiCol_Text]                   = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
      colors[ImGuiCol_TextDisabled]           = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
      colors[ImGuiCol_WindowBg]               = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
      colors[ImGuiCol_ChildBg]                = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
      colors[ImGuiCol_PopupBg]                = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
      colors[ImGuiCol_Border]                 = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
      colors[ImGuiCol_BorderShadow]           = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
      colors[ImGuiCol_FrameBg]                = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
      colors[ImGuiCol_FrameBgHovered]         = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
      colors[ImGuiCol_FrameBgActive]          = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
      colors[ImGuiCol_TitleBg]                = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
      colors[ImGuiCol_TitleBgActive]          = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
      colors[ImGuiCol_TitleBgCollapsed]       = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
      colors[ImGuiCol_MenuBarBg]              = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
      colors[ImGuiCol_ScrollbarBg]            = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
      colors[ImGuiCol_ScrollbarGrab]          = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
      colors[ImGuiCol_ScrollbarGrabHovered]   = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
      colors[ImGuiCol_ScrollbarGrabActive]    = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
      colors[ImGuiCol_CheckMark]              = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
      colors[ImGuiCol_SliderGrab]             = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
      colors[ImGuiCol_SliderGrabActive]       = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
      colors[ImGuiCol_Button]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
      colors[ImGuiCol_ButtonHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
      colors[ImGuiCol_ButtonActive]           = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
      colors[ImGuiCol_Header]                 = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
      colors[ImGuiCol_HeaderHovered]          = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
      colors[ImGuiCol_HeaderActive]           = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
      colors[ImGuiCol_Separator]              = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
      colors[ImGuiCol_SeparatorHovered]       = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
      colors[ImGuiCol_SeparatorActive]        = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
      colors[ImGuiCol_ResizeGrip]             = ImVec4(0.80f, 0.80f, 0.80f, 0.56f);
      colors[ImGuiCol_ResizeGripHovered]      = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
      colors[ImGuiCol_ResizeGripActive]       = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
      colors[ImGuiCol_Tab]                    = ImLerp(colors[ImGuiCol_Header],       colors[ImGuiCol_TitleBgActive], 0.90f);
      colors[ImGuiCol_TabHovered]             = colors[ImGuiCol_HeaderHovered];
      colors[ImGuiCol_TabActive]              = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
      colors[ImGuiCol_TabUnfocused]           = ImLerp(colors[ImGuiCol_Tab],          colors[ImGuiCol_TitleBg], 0.80f);
      colors[ImGuiCol_TabUnfocusedActive]     = ImLerp(colors[ImGuiCol_TabActive],    colors[ImGuiCol_TitleBg], 0.40f);
      colors[ImGuiCol_PlotLines]              = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
      colors[ImGuiCol_PlotLinesHovered]       = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
      colors[ImGuiCol_PlotHistogram]          = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
      colors[ImGuiCol_PlotHistogramHovered]   = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
      colors[ImGuiCol_TextSelectedBg]         = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
      colors[ImGuiCol_DragDropTarget]         = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
      colors[ImGuiCol_NavHighlight]           = colors[ImGuiCol_HeaderHovered];
      colors[ImGuiCol_NavWindowingHighlight]  = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
      colors[ImGuiCol_NavWindowingDimBg]      = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
      colors[ImGuiCol_ModalWindowDimBg]       = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
  }
  
  //-----------------------------------------------------------------------------
  // ImDrawList
  //-----------------------------------------------------------------------------
  
  ImDrawListSharedData::ImDrawListSharedData()
  {
      Font = NULL;
      FontSize = 0.0f;
      CurveTessellationTol = 0.0f;
      ClipRectFullscreen = ImVec4(-8192.0f, -8192.0f, +8192.0f, +8192.0f);
      InitialFlags = ImDrawListFlags_None;
  
      // Const data
      for (int i = 0; i < IM_ARRAYSIZE(CircleVtx12); i++)
      {
          const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(CircleVtx12);
          CircleVtx12[i] = ImVec2(ImCos(a), ImSin(a));
      }
  }
  
  void ImDrawList::Clear()
  {
      CmdBuffer.resize(0);
      IdxBuffer.resize(0);
      VtxBuffer.resize(0);
      Flags = _Data ? _Data->InitialFlags : ImDrawListFlags_None;
      _VtxCurrentOffset = 0;
      _VtxCurrentIdx = 0;
      _VtxWritePtr = NULL;
      _IdxWritePtr = NULL;
      _ClipRectStack.resize(0);
      _TextureIdStack.resize(0);
      _Path.resize(0);
      _Splitter.Clear();
  }
  
  void ImDrawList::ClearFreeMemory()
  {
      CmdBuffer.clear();
      IdxBuffer.clear();
      VtxBuffer.clear();
      _VtxCurrentIdx = 0;
      _VtxWritePtr = NULL;
      _IdxWritePtr = NULL;
      _ClipRectStack.clear();
      _TextureIdStack.clear();
      _Path.clear();
      _Splitter.ClearFreeMemory();
  }
  
  ImDrawList* ImDrawList::CloneOutput() const
  {
      ImDrawList* dst = IM_NEW(ImDrawList(_Data));
      dst->CmdBuffer = CmdBuffer;
      dst->IdxBuffer = IdxBuffer;
      dst->VtxBuffer = VtxBuffer;
      dst->Flags = Flags;
      return dst;
  }
  
  // Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
  #define GetCurrentClipRect()    (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1]  : _Data->ClipRectFullscreen)
  #define GetCurrentTextureId()   (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : (ImTextureID)NULL)
  
  void ImDrawList::AddDrawCmd()
  {
      ImDrawCmd draw_cmd;
      draw_cmd.ClipRect = GetCurrentClipRect();
      draw_cmd.TextureId = GetCurrentTextureId();
      draw_cmd.VtxOffset = _VtxCurrentOffset;
      draw_cmd.IdxOffset = IdxBuffer.Size;
  
      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 (curr_cmd->ElemCount == 0 && 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(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
  }
  
  void ImDrawList::PopClipRect()
  {
      IM_ASSERT(_ClipRectStack.Size > 0);
      _ClipRectStack.pop_back();
      UpdateClipRect();
  }
  
  void ImDrawList::PushTextureID(ImTextureID texture_id)
  {
      _TextureIdStack.push_back(texture_id);
      UpdateTextureID();
  }
  
  void ImDrawList::PopTextureID()
  {
      IM_ASSERT(_TextureIdStack.Size > 0);
      _TextureIdStack.pop_back();
      UpdateTextureID();
  }
  
  // Reserve space for a number of vertices and indices.
  // You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
  // submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
  void ImDrawList::PrimReserve(int idx_count, int vtx_count)
  {
      // Large mesh support (when enabled)
      IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
      if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
      {
          _VtxCurrentOffset = VtxBuffer.Size;
          _VtxCurrentIdx = 0;
          AddDrawCmd();
      }
  
      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;
  }
  
  // Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
  void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
  {
      IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
  
      ImDrawCmd& draw_cmd = CmdBuffer.Data[CmdBuffer.Size - 1];
      draw_cmd.ElemCount -= idx_count;
      VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
      IdxBuffer.shrink(IdxBuffer.Size - idx_count);
  }
  
  // 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(_Data->TexUvWhitePixel);
      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;
  }
  
  // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superflous function calls to optimize debug/non-inlined builds.
  // Those macros expects l-values.
  #define IM_NORMALIZE2F_OVER_ZERO(VX,VY)     { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } }
  #define IM_FIXNORMAL2F(VX,VY)               { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; }
  
  // TODO: Thickness anti-aliased lines cap are missing their AA fringe.
  // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
  void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness)
  {
      if (points_count < 2)
          return;
  
      const ImVec2 uv = _Data->TexUvWhitePixel;
  
      int count = points_count;
      if (!closed)
          count = points_count-1;
  
      const bool thick_line = thickness > 1.0f;
      if (Flags & ImDrawListFlags_AntiAliasedLines)
      {
          // Anti-aliased stroke
          const float AA_SIZE = 1.0f;
          const ImU32 col_trans = col & ~IM_COL32_A_MASK;
  
          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)); //-V630
          ImVec2* temp_points = temp_normals + points_count;
  
          for (int i1 = 0; i1 < count; i1++)
          {
              const int i2 = (i1+1) == points_count ? 0 : i1+1;
              float dx = points[i2].x - points[i1].x;
              float dy = points[i2].y - points[i1].y;
              IM_NORMALIZE2F_OVER_ZERO(dx, dy);
              temp_normals[i1].x = dy;
              temp_normals[i1].y = -dx;
          }
          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
                  float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
                  float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
                  IM_FIXNORMAL2F(dm_x, dm_y)
                  dm_x *= AA_SIZE;
                  dm_y *= AA_SIZE;
  
                  // Add temporary vertexes
                  ImVec2* out_vtx = &temp_points[i2*2];
                  out_vtx[0].x = points[i2].x + dm_x;
                  out_vtx[0].y = points[i2].y + dm_y;
                  out_vtx[1].x = points[i2].x - dm_x;
                  out_vtx[1].y = points[i2].y - dm_y;
  
                  // 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
                  float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
                  float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
                  IM_FIXNORMAL2F(dm_x, dm_y);
                  float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
                  float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
                  float dm_in_x = dm_x * half_inner_thickness;
                  float dm_in_y = dm_y * half_inner_thickness;
  
                  // Add temporary vertexes
                  ImVec2* out_vtx = &temp_points[i2*4];
                  out_vtx[0].x = points[i2].x + dm_out_x;
                  out_vtx[0].y = points[i2].y + dm_out_y;
                  out_vtx[1].x = points[i2].x + dm_in_x;
                  out_vtx[1].y = points[i2].y + dm_in_y;
                  out_vtx[2].x = points[i2].x - dm_in_x;
                  out_vtx[2].y = points[i2].y - dm_in_y;
                  out_vtx[3].x = points[i2].x - dm_out_x;
                  out_vtx[3].y = points[i2].y - dm_out_y;
  
                  // 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];
  
              float dx = p2.x - p1.x;
              float dy = p2.y - p1.y;
              IM_NORMALIZE2F_OVER_ZERO(dx, dy);
              dx *= (thickness * 0.5f);
              dy *= (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;
          }
      }
  }
  
  // We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
  void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
  {
      if (points_count < 3)
          return;
  
      const ImVec2 uv = _Data->TexUvWhitePixel;
  
      if (Flags & ImDrawListFlags_AntiAliasedFill)
      {
          // Anti-aliased Fill
          const float AA_SIZE = 1.0f;
          const ImU32 col_trans = col & ~IM_COL32_A_MASK;
          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)); //-V630
          for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++)
          {
              const ImVec2& p0 = points[i0];
              const ImVec2& p1 = points[i1];
              float dx = p1.x - p0.x;
              float dy = p1.y - p0.y;
              IM_NORMALIZE2F_OVER_ZERO(dx, dy);
              temp_normals[i0].x = dy;
              temp_normals[i0].y = -dx;
          }
  
          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];
              float dm_x = (n0.x + n1.x) * 0.5f;
              float dm_y = (n0.y + n1.y) * 0.5f;
              IM_FIXNORMAL2F(dm_x, dm_y);
              dm_x *= AA_SIZE * 0.5f;
              dm_y *= AA_SIZE * 0.5f;
  
              // Add vertices
              _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;        // Inner
              _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _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& center, float radius, int a_min_of_12, int a_max_of_12)
  {
      if (radius == 0.0f || a_min_of_12 > a_max_of_12)
      {
          _Path.push_back(center);
          return;
      }
      _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1));
      for (int a = a_min_of_12; a <= a_max_of_12; a++)
      {
          const ImVec2& c = _Data->CircleVtx12[a % IM_ARRAYSIZE(_Data->CircleVtx12)];
          _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius));
      }
  }
  
  void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
  {
      if (radius == 0.0f)
      {
          _Path.push_back(center);
          return;
      }
  
      // Note that we are adding a point at both a_min and a_max.
      // If you are trying to draw a full closed circle you don't want the overlapping points!
      _Path.reserve(_Path.Size + (num_segments + 1));
      for (int i = 0; i <= num_segments; i++)
      {
          const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
          _Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
      }
  }
  
  ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
  {
      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;
      return 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);
  }
  
  // Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
  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)
      {
          PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
      }
      else
      {
          float t_step = 1.0f / (float)num_segments;
          for (int i_step = 1; i_step <= num_segments; i_step++)
              _Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));
      }
  }
  
  void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)
  {
      rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top)  == ImDrawCornerFlags_Top)  || ((rounding_corners & ImDrawCornerFlags_Bot)   == ImDrawCornerFlags_Bot)   ? 0.5f : 1.0f ) - 1.0f);
      rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f);
  
      if (rounding <= 0.0f || rounding_corners == 0)
      {
          PathLineTo(a);
          PathLineTo(ImVec2(b.x, a.y));
          PathLineTo(b);
          PathLineTo(ImVec2(a.x, b.y));
      }
      else
      {
          const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f;
          const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f;
          const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f;
          const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f;
          PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);
          PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);
          PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);
          PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);
      }
  }
  
  void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
  {
      if ((col & IM_COL32_A_MASK) == 0)
          return;
      PathLineTo(p1 + ImVec2(0.5f, 0.5f));
      PathLineTo(p2 + ImVec2(0.5f, 0.5f));
      PathStroke(col, false, thickness);
  }
  
  // p_min = upper-left, p_max = lower-right
  // Note we don't render 1 pixels sized rectangles properly.
  void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness)
  {
      if ((col & IM_COL32_A_MASK) == 0)
          return;
      if (Flags & ImDrawListFlags_AntiAliasedLines)
          PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners);
      else
          PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes.
      PathStroke(col, true, thickness);
  }
  
  void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
  {
      if ((col & IM_COL32_A_MASK) == 0)
          return;
      if (rounding > 0.0f)
      {
          PathRect(p_min, p_max, rounding, rounding_corners);
          PathFillConvex(col);
      }
      else
      {
          PrimReserve(6, 4);
          PrimRect(p_min, p_max, col);
      }
  }
  
  // p_min = upper-left, p_max = lower-right
  void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, 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 = _Data->TexUvWhitePixel;
      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(p_min, uv, col_upr_left);
      PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
      PrimWriteVtx(p_max, uv, col_bot_right);
      PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
  }
  
  void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
  {
      if ((col & IM_COL32_A_MASK) == 0)
          return;
  
      PathLineTo(p1);
      PathLineTo(p2);
      PathLineTo(p3);
      PathLineTo(p4);
      PathStroke(col, true, thickness);
  }
  
  void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
  {
      if ((col & IM_COL32_A_MASK) == 0)
          return;
  
      PathLineTo(p1);
      PathLineTo(p2);
      PathLineTo(p3);
      PathLineTo(p4);
      PathFillConvex(col);
  }
  
  void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
  {
      if ((col & IM_COL32_A_MASK) == 0)
          return;
  
      PathLineTo(p1);
      PathLineTo(p2);
      PathLineTo(p3);
      PathStroke(col, true, thickness);
  }
  
  void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
  {
      if ((col & IM_COL32_A_MASK) == 0)
          return;
  
      PathLineTo(p1);
      PathLineTo(p2);
      PathLineTo(p3);
      PathFillConvex(col);
  }
  
  void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
  {
      if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
          return;
  
      // Because we are filling a closed shape we remove 1 from the count of segments/points
      const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
      PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
      PathStroke(col, true, thickness);
  }
  
  void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
  {
      if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
          return;
  
      // Because we are filling a closed shape we remove 1 from the count of segments/points
      const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
      PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
      PathFillConvex(col);
  }
  
  // Guaranteed to honor 'num_segments'
  void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
  {
      if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
          return;
  
      // Because we are filling a closed shape we remove 1 from the count of segments/points
      const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
      PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
      PathStroke(col, true, thickness);
  }
  
  // Guaranteed to honor 'num_segments'
  void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
  {
      if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
          return;
  
      // Because we are filling a closed shape we remove 1 from the count of segments/points
      const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
      PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
      PathFillConvex(col);
  }
  
  // Cubic Bezier takes 4 controls points
  void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
  {
      if ((col & IM_COL32_A_MASK) == 0)
          return;
  
      PathLineTo(p1);
      PathBezierCurveTo(p2, p3, p4, 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;
  
      // Pull default font/size from the shared ImDrawListSharedData instance
      if (font == NULL)
          font = _Data->Font;
      if (font_size == 0.0f)
          font_size = _Data->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& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, 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);
      PrimRectUV(p_min, p_max, uv_min, uv_max, col);
  
      if (push_texture_id)
          PopTextureID();
  }
  
  void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, 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(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
  
      if (push_texture_id)
          PopTextureID();
  }
  
  void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners)
  {
      if ((col & IM_COL32_A_MASK) == 0)
          return;
  
      if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0)
      {
          AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
          return;
      }
  
      const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
      if (push_texture_id)
          PushTextureID(user_texture_id);
  
      int vert_start_idx = VtxBuffer.Size;
      PathRect(p_min, p_max, rounding, rounding_corners);
      PathFillConvex(col);
      int vert_end_idx = VtxBuffer.Size;
      ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
  
      if (push_texture_id)
          PopTextureID();
  }
  
  
  //-----------------------------------------------------------------------------
  // ImDrawListSplitter
  //-----------------------------------------------------------------------------
  // FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
  //-----------------------------------------------------------------------------
  
  void ImDrawListSplitter::ClearFreeMemory()
  {
      for (int i = 0; i < _Channels.Size; i++)
      {
          if (i == _Current)
              memset(&_Channels[i], 0, sizeof(_Channels[i]));  // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again
          _Channels[i]._CmdBuffer.clear();
          _Channels[i]._IdxBuffer.clear();
      }
      _Current = 0;
      _Count = 1;
      _Channels.clear();
  }
  
  void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
  {
      IM_ASSERT(_Current == 0 && _Count <= 1);
      int old_channels_count = _Channels.Size;
      if (old_channels_count < channels_count)
          _Channels.resize(channels_count);
      _Count = channels_count;
  
      // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_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 draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->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 = draw_list->_ClipRectStack.back();
              draw_cmd.TextureId = draw_list->_TextureIdStack.back();
              _Channels[i]._CmdBuffer.push_back(draw_cmd);
          }
      }
  }
  
  static inline bool CanMergeDrawCommands(ImDrawCmd* a, ImDrawCmd* b)
  {
      return memcmp(&a->ClipRect, &b->ClipRect, sizeof(a->ClipRect)) == 0 && a->TextureId == b->TextureId && a->VtxOffset == b->VtxOffset && !a->UserCallback && !b->UserCallback;
  }
  
  void ImDrawListSplitter::Merge(ImDrawList* draw_list)
  {
      // 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 (_Count <= 1)
          return;
  
      SetCurrentChannel(draw_list, 0);
      if (draw_list->CmdBuffer.Size != 0 && draw_list->CmdBuffer.back().ElemCount == 0)
          draw_list->CmdBuffer.pop_back();
  
      // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
      int new_cmd_buffer_count = 0;
      int new_idx_buffer_count = 0;
      ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;
      int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
      for (int i = 1; i < _Count; i++)
      {
          ImDrawChannel& ch = _Channels[i];
          if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0)
              ch._CmdBuffer.pop_back();
          if (ch._CmdBuffer.Size > 0 && last_cmd != NULL && CanMergeDrawCommands(last_cmd, &ch._CmdBuffer[0]))
          {
              // Merge previous channel last draw command with current channel first draw command if matching.
              last_cmd->ElemCount += ch._CmdBuffer[0].ElemCount;
              idx_offset += ch._CmdBuffer[0].ElemCount;
              ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
          }
          if (ch._CmdBuffer.Size > 0)
              last_cmd = &ch._CmdBuffer.back();
          new_cmd_buffer_count += ch._CmdBuffer.Size;
          new_idx_buffer_count += ch._IdxBuffer.Size;
          for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)
          {
              ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
              idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;
          }
      }
      draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);
      draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);
  
      // Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)
      ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;
      ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;
      for (int i = 1; i < _Count; 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(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
      }
      draw_list->_IdxWritePtr = idx_write;
      draw_list->UpdateClipRect(); // We call this instead of AddDrawCmd(), so that empty channels won't produce an extra draw call.
      draw_list->UpdateTextureID();
      _Count = 1;
  }
  
  void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
  {
      IM_ASSERT(idx >= 0 && idx < _Count);
      if (_Current == idx)
          return;
      // Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
      memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
      memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
      _Current = idx;
      memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
      memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
      draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
  }
  
  //-----------------------------------------------------------------------------
  // [SECTION] 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 draw_data->DisplaySize,
  // or if there is a difference between your window resolution and framebuffer resolution.
  void ImDrawData::ScaleClipRects(const ImVec2& fb_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 * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y);
          }
      }
  }
  
  //-----------------------------------------------------------------------------
  // [SECTION] Helpers ShadeVertsXXX functions
  //-----------------------------------------------------------------------------
  
  // Generic linear color gradient, write to RGB fields, leave A untouched.
  void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
  {
      ImVec2 gradient_extent = gradient_p1 - gradient_p0;
      float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
      ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
      ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
      for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
      {
          float d = ImDot(vert->pos - gradient_p0, gradient_extent);
          float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
          int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t);
          int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t);
          int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t);
          vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);
      }
  }
  
  // Distribute UV over (a, b) rectangle
  void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
  {
      const ImVec2 size = b - a;
      const ImVec2 uv_size = uv_b - uv_a;
      const ImVec2 scale = ImVec2(
          size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,
          size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);
  
      ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
      ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
      if (clamp)
      {
          const ImVec2 min = ImMin(uv_a, uv_b);
          const ImVec2 max = ImMax(uv_a, uv_b);
          for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
              vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
      }
      else
      {
          for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
              vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);
      }
  }
  
  //-----------------------------------------------------------------------------
  // [SECTION] ImFontConfig
  //-----------------------------------------------------------------------------
  
  ImFontConfig::ImFontConfig()
  {
      FontData = NULL;
      FontDataSize = 0;
      FontDataOwnedByAtlas = true;
      FontNo = 0;
      SizePixels = 0.0f;
      OversampleH = 3; // FIXME: 2 may be a better default?
      OversampleV = 1;
      PixelSnapH = false;
      GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
      GlyphOffset = ImVec2(0.0f, 0.0f);
      GlyphRanges = NULL;
      GlyphMinAdvanceX = 0.0f;
      GlyphMaxAdvanceX = FLT_MAX;
      MergeMode = false;
      RasterizerFlags = 0x00;
      RasterizerMultiply = 1.0f;
      EllipsisChar = (ImWchar)-1;
      memset(Name, 0, sizeof(Name));
      DstFont = NULL;
  }
  
  //-----------------------------------------------------------------------------
  // [SECTION] ImFontAtlas
  //-----------------------------------------------------------------------------
  
  // 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 Dear ImGui to render filled shapes.
  const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108;
  const int FONT_ATLAS_DEFAULT_TEX_DATA_H      = 27;
  const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
  static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
  {
      "..-         -XXXXXXX-    X    -           X           -XXXXXXX          -          XXXXXXX-     XX          "
      "..-         -X.....X-   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            -            X...X-    X..X         "
      "XX          -  X.X  -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..XXX       "
      "X..X        -  X.X  -   X.X   -          X.X          -XX   X.X         -         X.X   XX-    X..X..XXX    "
      "X...X       -  X.X  -   X.X   -    XX    X.X    XX    -      X.X        -        X.X      -    X..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        -XXX X..X..X..X..X"
      "X......X    -  X.X  -   X.X   - X...XXXXXX.XXXXXX...X -         X.X   XX-XX   X.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...XXXXXX.XXXXXX...X -           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.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   -          X.X          -          XXXXXXX-XXXXXXX          -   X...........X "
      "X..X X..X   -       -XXXX.XXXX-       XXXX.XXXX       -------------------------------------    X..........X "
      "X.X  X..X   -       -X.......X-       X.......X       -    XX           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  "
      "       XX           -   X.X   -          X.X          - X...XXXXXXXXXXXXX...X -           -     XXXXXXXXXX  "
      "------------        -    X    -           X           -X.....................X-           ------------------"
      "                    ----------------------------------- X...XXXXXXXXXXXXX...X -                             "
      "                                                      -  X..X           X..X  -                             "
      "                                                      -   X.X           X.X   -                             "
      "                                                      -    XX           XX    -                             "
  };
  
  static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
  {
      // Pos ........ Size ......... Offset ......
      { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
      { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput
      { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll
      { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS
      { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW
      { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
      { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
      { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
  };
  
  ImFontAtlas::ImFontAtlas()
  {
      Locked = false;
      Flags = ImFontAtlasFlags_None;
      TexID = (ImTextureID)NULL;
      TexDesiredWidth = 0;
      TexGlyphPadding = 1;
  
      TexPixelsAlpha8 = NULL;
      TexPixelsRGBA32 = NULL;
      TexWidth = TexHeight = 0;
      TexUvScale = ImVec2(0.0f, 0.0f);
      TexUvWhitePixel = ImVec2(0.0f, 0.0f);
      for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
          CustomRectIds[n] = -1;
  }
  
  ImFontAtlas::~ImFontAtlas()
  {
      IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
      Clear();
  }
  
  void    ImFontAtlas::ClearInputData()
  {
      IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
      for (int i = 0; i < ConfigData.Size; i++)
          if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas)
          {
              IM_FREE(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();
      CustomRects.clear();
      for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
          CustomRectIds[n] = -1;
  }
  
  void    ImFontAtlas::ClearTexData()
  {
      IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
      if (TexPixelsAlpha8)
          IM_FREE(TexPixelsAlpha8);
      if (TexPixelsRGBA32)
          IM_FREE(TexPixelsRGBA32);
      TexPixelsAlpha8 = NULL;
      TexPixelsRGBA32 = NULL;
  }
  
  void    ImFontAtlas::ClearFonts()
  {
      IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
      for (int i = 0; i < Fonts.Size; i++)
          IM_DELETE(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 = NULL;
          GetTexDataAsAlpha8(&pixels, NULL, NULL);
          if (pixels)
          {
              TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)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(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
      IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
      IM_ASSERT(font_cfg->SizePixels > 0.0f);
  
      // Create new font
      if (!font_cfg->MergeMode)
          Fonts.push_back(IM_NEW(ImFont));
      else
          IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // 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 == NULL)
          new_font_cfg.DstFont = Fonts.back();
      if (!new_font_cfg.FontDataOwnedByAtlas)
      {
          new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);
          new_font_cfg.FontDataOwnedByAtlas = true;
          memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
      }
  
      if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
          new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
  
      // Invalidate texture
      ClearTexData();
      return new_font_cfg.DstFont;
  }
  
  // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)
  static unsigned int stb_decompress_length(const unsigned char *input);
  static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, 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.SizePixels <= 0.0f)
          font_cfg.SizePixels = 13.0f * 1.0f;
      if (font_cfg.Name[0] == '\0')
          ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
      font_cfg.EllipsisChar = (ImWchar)0x0085;
  
      const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
      const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
      ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
      font->DisplayOffset.y = 1.0f;
      return font;
  }
  
  ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
  {
      IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
      size_t data_size = 0;
      void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
      if (!data)
      {
          IM_ASSERT_USER_ERROR(0, "Could not load font 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--) {}
          ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
      }
      return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
  }
  
  // NB: 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)
  {
      IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
      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((const unsigned char*)compressed_ttf_data);
      unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size);
      stb_decompress(buf_decompressed_data, (const 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 = IM_ALLOC((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);
      IM_FREE(compressed_ttf);
      return font;
  }
  
  int ImFontAtlas::AddCustomRectRegular(unsigned int id, int width, int height)
  {
      // Breaking change on 2019/11/21 (1.74): ImFontAtlas::AddCustomRectRegular() now requires an ID >= 0x110000 (instead of >= 0x10000)
      IM_ASSERT(id >= 0x110000);
      IM_ASSERT(width > 0 && width <= 0xFFFF);
      IM_ASSERT(height > 0 && height <= 0xFFFF);
      ImFontAtlasCustomRect r;
      r.ID = id;
      r.Width = (unsigned short)width;
      r.Height = (unsigned short)height;
      CustomRects.push_back(r);
      return CustomRects.Size - 1; // Return index
  }
  
  int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
  {
      IM_ASSERT(font != NULL);
      IM_ASSERT(width > 0 && width <= 0xFFFF);
      IM_ASSERT(height > 0 && height <= 0xFFFF);
      ImFontAtlasCustomRect r;
      r.ID = id;
      r.Width = (unsigned short)width;
      r.Height = (unsigned short)height;
      r.GlyphAdvanceX = advance_x;
      r.GlyphOffset = offset;
      r.Font = font;
      CustomRects.push_back(r);
      return CustomRects.Size - 1; // Return index
  }
  
  void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const
  {
      IM_ASSERT(TexWidth > 0 && TexHeight > 0);   // Font atlas needs to be built before we can calculate UV coordinates
      IM_ASSERT(rect->IsPacked());                // Make sure the rectangle has been packed
      *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);
      *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
  }
  
  bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
  {
      if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
          return false;
      if (Flags & ImFontAtlasFlags_NoMouseCursors)
          return false;
  
      IM_ASSERT(CustomRectIds[0] != -1);
      ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]];
      IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
      ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y);
      ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
      *out_size = size;
      *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
      out_uv_border[0] = (pos) * TexUvScale;
      out_uv_border[1] = (pos + size) * TexUvScale;
      pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
      out_uv_fill[0] = (pos) * TexUvScale;
      out_uv_fill[1] = (pos + size) * TexUvScale;
      return true;
  }
  
  bool    ImFontAtlas::Build()
  {
      IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
      return ImFontAtlasBuildWithStbTruetype(this);
  }
  
  void    ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
  {
      for (unsigned int i = 0; i < 256; i++)
      {
          unsigned int value = (unsigned int)(i * in_brighten_factor);
          out_table[i] = value > 255 ? 255 : (value & 0xFF);
      }
  }
  
  void    ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
  {
      unsigned char* data = pixels + x + y * stride;
      for (int j = h; j > 0; j--, data += stride)
          for (int i = 0; i < w; i++)
              data[i] = table[data[i]];
  }
  
  // Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
  // (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
  struct ImFontBuildSrcData
  {
      stbtt_fontinfo      FontInfo;
      stbtt_pack_range    PackRange;          // Hold the list of codepoints to pack (essentially points to Codepoints.Data)
      stbrp_rect*         Rects;              // Rectangle to pack. We first fill in their size and the packer will give us their position.
      stbtt_packedchar*   PackedChars;        // Output glyphs
      const ImWchar*      SrcRanges;          // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
      int                 DstIndex;           // Index into atlas->Fonts[] and dst_tmp_array[]
      int                 GlyphsHighest;      // Highest requested codepoint
      int                 GlyphsCount;        // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
      ImBoolVector        GlyphsSet;          // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
      ImVector<int>       GlyphsList;         // Glyph codepoints list (flattened version of GlyphsMap)
  };
  
  // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
  struct ImFontBuildDstData
  {
      int                 SrcCount;           // Number of source fonts targeting this destination font.
      int                 GlyphsHighest;
      int                 GlyphsCount;
      ImBoolVector        GlyphsSet;          // This is used to resolve collision when multiple sources are merged into a same destination font.
  };
  
  static void UnpackBoolVectorToFlatIndexList(const ImBoolVector* in, ImVector<int>* out)
  {
      IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
      const int* it_begin = in->Storage.begin();
      const int* it_end = in->Storage.end();
      for (const int* it = it_begin; it < it_end; it++)
          if (int entries_32 = *it)
              for (int bit_n = 0; bit_n < 32; bit_n++)
                  if (entries_32 & (1u << bit_n))
                      out->push_back((int)((it - it_begin) << 5) + bit_n);
  }
  
  bool    ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
  {
      IM_ASSERT(atlas->ConfigData.Size > 0);
  
      ImFontAtlasBuildRegisterDefaultCustomRects(atlas);
  
      // Clear atlas
      atlas->TexID = (ImTextureID)NULL;
      atlas->TexWidth = atlas->TexHeight = 0;
      atlas->TexUvScale = ImVec2(0.0f, 0.0f);
      atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
      atlas->ClearTexData();
  
      // Temporary storage for building
      ImVector<ImFontBuildSrcData> src_tmp_array;
      ImVector<ImFontBuildDstData> dst_tmp_array;
      src_tmp_array.resize(atlas->ConfigData.Size);
      dst_tmp_array.resize(atlas->Fonts.Size);
      memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
      memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
  
      // 1. Initialize font loading structure, check font data validity
      for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
      {
          ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
          ImFontConfig& cfg = atlas->ConfigData[src_i];
          IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
  
          // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
          src_tmp.DstIndex = -1;
          for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
              if (cfg.DstFont == atlas->Fonts[output_i])
                  src_tmp.DstIndex = output_i;
          IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
          if (src_tmp.DstIndex == -1)
              return false;
  
          // Initialize helper structure for font loading and verify that the TTF/OTF data is correct
          const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
          IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
          if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
              return false;
  
          // Measure highest codepoints
          ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
          src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
          for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
              src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
          dst_tmp.SrcCount++;
          dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
      }
  
      // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
      int total_glyphs_count = 0;
      for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
      {
          ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
          ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
          src_tmp.GlyphsSet.Resize(src_tmp.GlyphsHighest + 1);
          if (dst_tmp.GlyphsSet.Storage.empty())
              dst_tmp.GlyphsSet.Resize(dst_tmp.GlyphsHighest + 1);
  
          for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
              for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
              {
                  if (dst_tmp.GlyphsSet.GetBit(codepoint))    // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
                      continue;
                  if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint))    // It is actually in the font?
                      continue;
  
                  // Add to avail set/counters
                  src_tmp.GlyphsCount++;
                  dst_tmp.GlyphsCount++;
                  src_tmp.GlyphsSet.SetBit(codepoint, true);
                  dst_tmp.GlyphsSet.SetBit(codepoint, true);
                  total_glyphs_count++;
              }
      }
  
      // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
      for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
      {
          ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
          src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
          UnpackBoolVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
          src_tmp.GlyphsSet.Clear();
          IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
      }
      for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
          dst_tmp_array[dst_i].GlyphsSet.Clear();
      dst_tmp_array.clear();
  
      // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
      // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
      ImVector<stbrp_rect> buf_rects;
      ImVector<stbtt_packedchar> buf_packedchars;
      buf_rects.resize(total_glyphs_count);
      buf_packedchars.resize(total_glyphs_count);
      memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
      memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());
  
      // 4. Gather glyphs sizes so we can pack them in our virtual canvas.
      int total_surface = 0;
      int buf_rects_out_n = 0;
      int buf_packedchars_out_n = 0;
      for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
      {
          ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
          if (src_tmp.GlyphsCount == 0)
              continue;
  
          src_tmp.Rects = &buf_rects[buf_rects_out_n];
          src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];
          buf_rects_out_n += src_tmp.GlyphsCount;
          buf_packedchars_out_n += src_tmp.GlyphsCount;
  
          // Convert our ranges in the format stb_truetype wants
          ImFontConfig& cfg = atlas->ConfigData[src_i];
          src_tmp.PackRange.font_size = cfg.SizePixels;
          src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
          src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
          src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
          src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;
          src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;
          src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
  
          // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
          const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels);
          const int padding = atlas->TexGlyphPadding;
          for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
          {
              int x0, y0, x1, y1;
              const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
              IM_ASSERT(glyph_index_in_font != 0);
              stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
              src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);
              src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);
              total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
          }
      }
  
      // We need a width for the skyline algorithm, any width!
      // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
      // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
      const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
      atlas->TexHeight = 0;
      if (atlas->TexDesiredWidth > 0)
          atlas->TexWidth = atlas->TexDesiredWidth;
      else
          atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512;
  
      // 5. Start packing
      // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
      const int TEX_HEIGHT_MAX = 1024 * 32;
      stbtt_pack_context spc = {};
      stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);
      ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
  
      // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
      for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
      {
          ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
          if (src_tmp.GlyphsCount == 0)
              continue;
  
          stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);
  
          // Extend texture height and mark missing glyphs as non-packed so we won't render them.
          // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
          for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
              if (src_tmp.Rects[glyph_i].was_packed)
                  atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
      }
  
      // 7. Allocate texture
      atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
      atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
      atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
      memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
      spc.pixels = atlas->TexPixelsAlpha8;
      spc.height = atlas->TexHeight;
  
      // 8. Render/rasterize font characters into the texture
      for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
      {
          ImFontConfig& cfg = atlas->ConfigData[src_i];
          ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
          if (src_tmp.GlyphsCount == 0)
              continue;
  
          stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);
  
          // Apply multiply operator
          if (cfg.RasterizerMultiply != 1.0f)
          {
              unsigned char multiply_table[256];
              ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
              stbrp_rect* r = &src_tmp.Rects[0];
              for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)
                  if (r->was_packed)
                      ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);
          }
          src_tmp.Rects = NULL;
      }
  
      // End packing
      stbtt_PackEnd(&spc);
      buf_rects.clear();
  
      // 9. Setup ImFont and glyphs for runtime
      for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
      {
          ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
          if (src_tmp.GlyphsCount == 0)
              continue;
  
          ImFontConfig& cfg = atlas->ConfigData[src_i];
          ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true)
  
          const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);
          int unscaled_ascent, unscaled_descent, unscaled_line_gap;
          stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
  
          const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
          const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
          ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
          const float font_off_x = cfg.GlyphOffset.x;
          const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
  
          for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
          {
              const int codepoint = src_tmp.GlyphsList[glyph_i];
              const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
  
              const float char_advance_x_org = pc.xadvance;
              const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX);
              float char_off_x = font_off_x;
              if (char_advance_x_org != char_advance_x_mod)
                  char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f;
  
              // Register glyph
              stbtt_aligned_quad q;
              float dummy_x = 0.0f, dummy_y = 0.0f;
              stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0);
              dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod);
          }
      }
  
      // Cleanup temporary (ImVector doesn't honor destructor)
      for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
          src_tmp_array[src_i].~ImFontBuildSrcData();
  
      ImFontAtlasBuildFinish(atlas);
      return true;
  }
  
  void ImFontAtlasBuildRegisterDefaultCustomRects(ImFontAtlas* atlas)
  {
      if (atlas->CustomRectIds[0] >= 0)
          return;
      if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
          atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
      else
          atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_ID, 2, 2);
  }
  
  void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
  {
      if (!font_config->MergeMode)
      {
          font->ClearOutputData();
          font->FontSize = font_config->SizePixels;
          font->ConfigData = font_config;
          font->ContainerAtlas = atlas;
          font->Ascent = ascent;
          font->Descent = descent;
      }
      font->ConfigDataCount++;
  }
  
  void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
  {
      stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
      IM_ASSERT(pack_context != NULL);
  
      ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;
      IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
  
      ImVector<stbrp_rect> pack_rects;
      pack_rects.resize(user_rects.Size);
      memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());
      for (int i = 0; i < user_rects.Size; i++)
      {
          pack_rects[i].w = user_rects[i].Width;
          pack_rects[i].h = user_rects[i].Height;
      }
      stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
      for (int i = 0; i < pack_rects.Size; i++)
          if (pack_rects[i].was_packed)
          {
              user_rects[i].X = pack_rects[i].x;
              user_rects[i].Y = pack_rects[i].y;
              IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
              atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
          }
  }
  
  static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
  {
      IM_ASSERT(atlas->CustomRectIds[0] >= 0);
      IM_ASSERT(atlas->TexPixelsAlpha8 != NULL);
      ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]];
      IM_ASSERT(r.ID == FONT_ATLAS_DEFAULT_TEX_DATA_ID);
      IM_ASSERT(r.IsPacked());
  
      const int w = atlas->TexWidth;
      if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
      {
          // Render/copy pixels
          IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
          for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++)
              for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++)
              {
                  const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w;
                  const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
                  atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00;
                  atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00;
              }
      }
      else
      {
          IM_ASSERT(r.Width == 2 && r.Height == 2);
          const int offset = (int)(r.X) + (int)(r.Y) * w;
          atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
      }
      atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y);
  }
  
  void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
  {
      // Render into our custom data block
      ImFontAtlasBuildRenderDefaultTexData(atlas);
  
      // Register custom rectangle glyphs
      for (int i = 0; i < atlas->CustomRects.Size; i++)
      {
          const ImFontAtlasCustomRect& r = atlas->CustomRects[i];
          if (r.Font == NULL || r.ID >= 0x110000)
              continue;
  
          IM_ASSERT(r.Font->ContainerAtlas == atlas);
          ImVec2 uv0, uv1;
          atlas->CalcCustomRectUV(&r, &uv0, &uv1);
          r.Font->AddGlyph((ImWchar)r.ID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX);
      }
  
      // Build all fonts lookup tables
      for (int i = 0; i < atlas->Fonts.Size; i++)
          if (atlas->Fonts[i]->DirtyLookupTables)
              atlas->Fonts[i]->BuildLookupTable();
  
      // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
      // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
      // FIXME: Also note that 0x2026 is currently seldomly included in our font ranges. Because of this we are more likely to use three individual dots.
      for (int i = 0; i < atlas->Fonts.size(); i++)
      {
          ImFont* font = atlas->Fonts[i];
          if (font->EllipsisChar != (ImWchar)-1)
              continue;
          const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
          for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++)
              if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists
              {
                  font->EllipsisChar = ellipsis_variants[j];
                  break;
              }
      }
  }
  
  // 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::GetGlyphRangesChineseFull()
  {
      static const ImWchar ranges[] =
      {
          0x0020, 0x00FF, // Basic Latin + Latin Supplement
          0x2000, 0x206F, // General Punctuation
          0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
          0x31F0, 0x31FF, // Katakana Phonetic Extensions
          0xFF00, 0xFFEF, // Half-width characters
          0x4e00, 0x9FAF, // CJK Ideograms
          0,
      };
      return &ranges[0];
  }
  
  static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges)
  {
      for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)
      {
          out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);
          base_codepoint += accumulative_offsets[n];
      }
      out_ranges[0] = 0;
  }
  
  //-------------------------------------------------------------------------
  // [SECTION] ImFontAtlas glyph ranges helpers
  //-------------------------------------------------------------------------
  
  const ImWchar*  ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
  {
      // Store 2500 regularly used characters for Simplified Chinese.
      // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8
      // This table covers 97.97% of all characters used during the month in July, 1987.
      // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
      // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
      static const short accumulative_offsets_from_0x4E00[] =
      {
          0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2,
          1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4,
          2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1,
          1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2,
          3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6,
          1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1,
          1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3,
          2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4,
          27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12,
          3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1,
          1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23,
          176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6,
          5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6,
          1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1,
          6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5,
          2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15,
          2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6,
          2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4,
          3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5,
          3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2,
          3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16,
          1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31,
          140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7,
          5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2,
          2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13,
          4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3,
          2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4,
          4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1,
          3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3,
          3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11,
          2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9,
          5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2,
          3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3,
          1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12,
          4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8,
          4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5,
          26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1,
          3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5,
          2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6,
          10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6
      };
      static ImWchar base_ranges[] = // not zero-terminated
      {
          0x0020, 0x00FF, // Basic Latin + Latin Supplement
          0x2000, 0x206F, // General Punctuation
          0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
          0x31F0, 0x31FF, // Katakana Phonetic Extensions
          0xFF00, 0xFFEF  // Half-width characters
      };
      static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
      if (!full_ranges[0])
      {
          memcpy(full_ranges, base_ranges, sizeof(base_ranges));
          UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
      }
      return &full_ranges[0];
  }
  
  const ImWchar*  ImFontAtlas::GetGlyphRangesJapanese()
  {
      // 1946 common ideograms code points for Japanese
      // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering
      // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this.
      // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
      // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
      static const short accumulative_offsets_from_0x4E00[] =
      {
          0,1,2,4,1,1,1,1,2,1,6,2,2,1,8,5,7,11,1,2,10,10,8,2,4,20,2,11,8,2,1,2,1,6,2,1,7,5,3,7,1,1,13,7,9,1,4,6,1,2,1,10,1,1,9,2,2,4,5,6,14,1,1,9,3,18,
          5,4,2,2,10,7,1,1,1,3,2,4,3,23,2,10,12,2,14,2,4,13,1,6,10,3,1,7,13,6,4,13,5,2,3,17,2,2,5,7,6,4,1,7,14,16,6,13,9,15,1,1,7,16,4,7,1,19,9,2,7,15,
          2,6,5,13,25,4,14,13,11,25,1,1,1,2,1,2,2,3,10,11,3,3,1,1,4,4,2,1,4,9,1,4,3,5,5,2,7,12,11,15,7,16,4,5,16,2,1,1,6,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,
          2,1,12,3,3,9,5,8,1,11,1,2,3,18,20,4,1,3,6,1,7,3,5,5,7,2,2,12,3,1,4,2,3,2,3,11,8,7,4,17,1,9,25,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,6,16,1,2,1,1,3,12,
          20,2,5,20,8,7,6,2,1,1,1,1,6,2,1,2,10,1,1,6,1,3,1,2,1,4,1,12,4,1,3,1,1,1,1,1,10,4,7,5,13,1,15,1,1,30,11,9,1,15,38,14,1,32,17,20,1,9,31,2,21,9,
          4,49,22,2,1,13,1,11,45,35,43,55,12,19,83,1,3,2,3,13,2,1,7,3,18,3,13,8,1,8,18,5,3,7,25,24,9,24,40,3,17,24,2,1,6,2,3,16,15,6,7,3,12,1,9,7,3,3,
          3,15,21,5,16,4,5,12,11,11,3,6,3,2,31,3,2,1,1,23,6,6,1,4,2,6,5,2,1,1,3,3,22,2,6,2,3,17,3,2,4,5,1,9,5,1,1,6,15,12,3,17,2,14,2,8,1,23,16,4,2,23,
          8,15,23,20,12,25,19,47,11,21,65,46,4,3,1,5,6,1,2,5,26,2,1,1,3,11,1,1,1,2,1,2,3,1,1,10,2,3,1,1,1,3,6,3,2,2,6,6,9,2,2,2,6,2,5,10,2,4,1,2,1,2,2,
          3,1,1,3,1,2,9,23,9,2,1,1,1,1,5,3,2,1,10,9,6,1,10,2,31,25,3,7,5,40,1,15,6,17,7,27,180,1,3,2,2,1,1,1,6,3,10,7,1,3,6,17,8,6,2,2,1,3,5,5,8,16,14,
          15,1,1,4,1,2,1,1,1,3,2,7,5,6,2,5,10,1,4,2,9,1,1,11,6,1,44,1,3,7,9,5,1,3,1,1,10,7,1,10,4,2,7,21,15,7,2,5,1,8,3,4,1,3,1,6,1,4,2,1,4,10,8,1,4,5,
          1,5,10,2,7,1,10,1,1,3,4,11,10,29,4,7,3,5,2,3,33,5,2,19,3,1,4,2,6,31,11,1,3,3,3,1,8,10,9,12,11,12,8,3,14,8,6,11,1,4,41,3,1,2,7,13,1,5,6,2,6,12,
          12,22,5,9,4,8,9,9,34,6,24,1,1,20,9,9,3,4,1,7,2,2,2,6,2,28,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,8,8,3,2,1,5,1,2,2,3,1,11,11,7,3,6,10,8,6,16,16,
          22,7,12,6,21,5,4,6,6,3,6,1,3,2,1,2,8,29,1,10,1,6,13,6,6,19,31,1,13,4,4,22,17,26,33,10,4,15,12,25,6,67,10,2,3,1,6,10,2,6,2,9,1,9,4,4,1,2,16,2,
          5,9,2,3,8,1,8,3,9,4,8,6,4,8,11,3,2,1,1,3,26,1,7,5,1,11,1,5,3,5,2,13,6,39,5,1,5,2,11,6,10,5,1,15,5,3,6,19,21,22,2,4,1,6,1,8,1,4,8,2,4,2,2,9,2,
          1,1,1,4,3,6,3,12,7,1,14,2,4,10,2,13,1,17,7,3,2,1,3,2,13,7,14,12,3,1,29,2,8,9,15,14,9,14,1,3,1,6,5,9,11,3,38,43,20,7,7,8,5,15,12,19,15,81,8,7,
          1,5,73,13,37,28,8,8,1,15,18,20,165,28,1,6,11,8,4,14,7,15,1,3,3,6,4,1,7,14,1,1,11,30,1,5,1,4,14,1,4,2,7,52,2,6,29,3,1,9,1,21,3,5,1,26,3,11,14,
          11,1,17,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,7,7,5,17,3,3,3,1,23,10,4,4,6,3,1,16,17,22,3,10,21,16,16,6,4,10,2,1,1,2,8,8,6,5,3,3,3,39,25,
          15,1,1,16,6,7,25,15,6,6,12,1,22,13,1,4,9,5,12,2,9,1,12,28,8,3,5,10,22,60,1,2,40,4,61,63,4,1,13,12,1,4,31,12,1,14,89,5,16,6,29,14,2,5,49,18,18,
          5,29,33,47,1,17,1,19,12,2,9,7,39,12,3,7,12,39,3,1,46,4,12,3,8,9,5,31,15,18,3,2,2,66,19,13,17,5,3,46,124,13,57,34,2,5,4,5,8,1,1,1,4,3,1,17,5,
          3,5,3,1,8,5,6,3,27,3,26,7,12,7,2,17,3,7,18,78,16,4,36,1,2,1,6,2,1,39,17,7,4,13,4,4,4,1,10,4,2,4,6,3,10,1,19,1,26,2,4,33,2,73,47,7,3,8,2,4,15,
          18,1,29,2,41,14,1,21,16,41,7,39,25,13,44,2,2,10,1,13,7,1,7,3,5,20,4,8,2,49,1,10,6,1,6,7,10,7,11,16,3,12,20,4,10,3,1,2,11,2,28,9,2,4,7,2,15,1,
          27,1,28,17,4,5,10,7,3,24,10,11,6,26,3,2,7,2,2,49,16,10,16,15,4,5,27,61,30,14,38,22,2,7,5,1,3,12,23,24,17,17,3,3,2,4,1,6,2,7,5,1,1,5,1,1,9,4,
          1,3,6,1,8,2,8,4,14,3,5,11,4,1,3,32,1,19,4,1,13,11,5,2,1,8,6,8,1,6,5,13,3,23,11,5,3,16,3,9,10,1,24,3,198,52,4,2,2,5,14,5,4,22,5,20,4,11,6,41,
          1,5,2,2,11,5,2,28,35,8,22,3,18,3,10,7,5,3,4,1,5,3,8,9,3,6,2,16,22,4,5,5,3,3,18,23,2,6,23,5,27,8,1,33,2,12,43,16,5,2,3,6,1,20,4,2,9,7,1,11,2,
          10,3,14,31,9,3,25,18,20,2,5,5,26,14,1,11,17,12,40,19,9,6,31,83,2,7,9,19,78,12,14,21,76,12,113,79,34,4,1,1,61,18,85,10,2,2,13,31,11,50,6,33,159,
          179,6,6,7,4,4,2,4,2,5,8,7,20,32,22,1,3,10,6,7,28,5,10,9,2,77,19,13,2,5,1,4,4,7,4,13,3,9,31,17,3,26,2,6,6,5,4,1,7,11,3,4,2,1,6,2,20,4,1,9,2,6,
          3,7,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,5,13,8,4,11,23,1,10,6,2,1,3,21,2,2,4,24,31,4,10,10,2,5,192,15,4,16,7,9,51,1,2,1,1,5,1,1,2,1,3,5,3,1,3,4,1,
          3,1,3,3,9,8,1,2,2,2,4,4,18,12,92,2,10,4,3,14,5,25,16,42,4,14,4,2,21,5,126,30,31,2,1,5,13,3,22,5,6,6,20,12,1,14,12,87,3,19,1,8,2,9,9,3,3,23,2,
          3,7,6,3,1,2,3,9,1,3,1,6,3,2,1,3,11,3,1,6,10,3,2,3,1,2,1,5,1,1,11,3,6,4,1,7,2,1,2,5,5,34,4,14,18,4,19,7,5,8,2,6,79,1,5,2,14,8,2,9,2,1,36,28,16,
          4,1,1,1,2,12,6,42,39,16,23,7,15,15,3,2,12,7,21,64,6,9,28,8,12,3,3,41,59,24,51,55,57,294,9,9,2,6,2,15,1,2,13,38,90,9,9,9,3,11,7,1,1,1,5,6,3,2,
          1,2,2,3,8,1,4,4,1,5,7,1,4,3,20,4,9,1,1,1,5,5,17,1,5,2,6,2,4,1,4,5,7,3,18,11,11,32,7,5,4,7,11,127,8,4,3,3,1,10,1,1,6,21,14,1,16,1,7,1,3,6,9,65,
          51,4,3,13,3,10,1,1,12,9,21,110,3,19,24,1,1,10,62,4,1,29,42,78,28,20,18,82,6,3,15,6,84,58,253,15,155,264,15,21,9,14,7,58,40,39,
      };
      static ImWchar base_ranges[] = // not zero-terminated
      {
          0x0020, 0x00FF, // Basic Latin + Latin Supplement
          0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
          0x31F0, 0x31FF, // Katakana Phonetic Extensions
          0xFF00, 0xFFEF  // Half-width characters
      };
      static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
      if (!full_ranges[0])
      {
          memcpy(full_ranges, base_ranges, sizeof(base_ranges));
          UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
      }
      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
          0x2010, 0x205E, // Punctuations
          0x0E00, 0x0E7F, // Thai
          0,
      };
      return &ranges[0];
  }
  
  const ImWchar*  ImFontAtlas::GetGlyphRangesVietnamese()
  {
      static const ImWchar ranges[] =
      {
          0x0020, 0x00FF, // Basic Latin
          0x0102, 0x0103,
          0x0110, 0x0111,
          0x0128, 0x0129,
          0x0168, 0x0169,
          0x01A0, 0x01A1,
          0x01AF, 0x01B0,
          0x1EA0, 0x1EF9,
          0,
      };
      return &ranges[0];
  }
  
  //-----------------------------------------------------------------------------
  // [SECTION] ImFontGlyphRangesBuilder
  //-----------------------------------------------------------------------------
  
  void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
  {
      while (text_end ? (text < text_end) : *text)
      {
          unsigned int c = 0;
          int c_len = ImTextCharFromUtf8(&c, text, text_end);
          text += c_len;
          if (c_len == 0)
              break;
          if (c <= IM_UNICODE_CODEPOINT_MAX)
              AddChar((ImWchar)c);
      }
  }
  
  void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
  {
      for (; ranges[0]; ranges += 2)
          for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
              AddChar(c);
  }
  
  void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
  {
      const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
      for (int n = 0; n <= max_codepoint; n++)
          if (GetBit(n))
          {
              out_ranges->push_back((ImWchar)n);
              while (n < max_codepoint && GetBit(n + 1))
                  n++;
              out_ranges->push_back((ImWchar)n);
          }
      out_ranges->push_back(0);
  }
  
  //-----------------------------------------------------------------------------
  // [SECTION] ImFont
  //-----------------------------------------------------------------------------
  
  ImFont::ImFont()
  {
      FontSize = 0.0f;
      FallbackAdvanceX = 0.0f;
      FallbackChar = (ImWchar)'?';
      EllipsisChar = (ImWchar)-1;
      DisplayOffset = ImVec2(0.0f, 0.0f);
      FallbackGlyph = NULL;
      ContainerAtlas = NULL;
      ConfigData = NULL;
      ConfigDataCount = 0;
      DirtyLookupTables = false;
      Scale = 1.0f;
      Ascent = Descent = 0.0f;
      MetricsTotalSurface = 0;
  }
  
  ImFont::~ImFont()
  {
      ClearOutputData();
  }
  
  void    ImFont::ClearOutputData()
  {
      FontSize = 0.0f;
      FallbackAdvanceX = 0.0f;
      Glyphs.clear();
      IndexAdvanceX.clear();
      IndexLookup.clear();
      FallbackGlyph = NULL;
      ContainerAtlas = NULL;
      DirtyLookupTables = true;
      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
      IndexAdvanceX.clear();
      IndexLookup.clear();
      DirtyLookupTables = false;
      GrowIndex(max_codepoint + 1);
      for (int i = 0; i < Glyphs.Size; i++)
      {
          int codepoint = (int)Glyphs[i].Codepoint;
          IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
          IndexLookup[codepoint] = (ImWchar)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((ImWchar)' '))
      {
          if (Glyphs.back().Codepoint != '\t')   // So we can call this function multiple times
              Glyphs.resize(Glyphs.Size + 1);
          ImFontGlyph& tab_glyph = Glyphs.back();
          tab_glyph = *FindGlyph((ImWchar)' ');
          tab_glyph.Codepoint = '\t';
          tab_glyph.AdvanceX *= IM_TABSIZE;
          IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
          IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1);
      }
  
      FallbackGlyph = FindGlyphNoFallback(FallbackChar);
      FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f;
      for (int i = 0; i < max_codepoint + 1; i++)
          if (IndexAdvanceX[i] < 0.0f)
              IndexAdvanceX[i] = FallbackAdvanceX;
  }
  
  void ImFont::SetFallbackChar(ImWchar c)
  {
      FallbackChar = c;
      BuildLookupTable();
  }
  
  void ImFont::GrowIndex(int new_size)
  {
      IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
      if (new_size <= IndexLookup.Size)
          return;
      IndexAdvanceX.resize(new_size, -1.0f);
      IndexLookup.resize(new_size, (ImWchar)-1);
  }
  
  // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
  // Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
  void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
  {
      Glyphs.resize(Glyphs.Size + 1);
      ImFontGlyph& glyph = Glyphs.back();
      glyph.Codepoint = (ImWchar)codepoint;
      glyph.X0 = x0;
      glyph.Y0 = y0;
      glyph.X1 = x1;
      glyph.Y1 = y1;
      glyph.U0 = u0;
      glyph.V0 = v0;
      glyph.U1 = u1;
      glyph.V1 = v1;
      glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x;  // Bake spacing into AdvanceX
  
      if (ConfigData->PixelSnapH)
          glyph.AdvanceX = IM_ROUND(glyph.AdvanceX);
  
      // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
      DirtyLookupTables = true;
      MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f);
  }
  
  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.
      unsigned int index_size = (unsigned int)IndexLookup.Size;
  
      if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-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] : (ImWchar)-1;
      IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
  }
  
  const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
  {
      if (c >= IndexLookup.Size)
          return FallbackGlyph;
      const ImWchar i = IndexLookup.Data[c];
      if (i == (ImWchar)-1)
          return FallbackGlyph;
      return &Glyphs.Data[i];
  }
  
  const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
  {
      if (c >= IndexLookup.Size)
          return NULL;
      const ImWchar i = IndexLookup.Data[c];
      if (i == (ImWchar)-1)
          return NULL;
      return &Glyphs.Data[i];
  }
  
  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;
      wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters
  
      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 < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
          if (ImCharIsBlankW(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 (ImCharIsBlankA(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 < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * 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, ImWchar c) const
  {
      if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
          return;
      if (const ImFontGlyph* glyph = FindGlyph(c))
      {
          float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
          pos.x = IM_FLOOR(pos.x + DisplayOffset.x);
          pos.y = IM_FLOOR(pos.y + DisplayOffset.y);
          draw_list->PrimReserve(6, 4);
          draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), 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 = IM_FLOOR(pos.x + DisplayOffset.x);
      pos.y = IM_FLOOR(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;
  
      // Fast-forward to first visible line
      const char* s = text_begin;
      if (y + line_height < clip_rect.y && !word_wrap_enabled)
          while (y + line_height < clip_rect.y && s < text_end)
          {
              s = (const char*)memchr(s, '\n', text_end - s);
              s = s ? s + 1 : text_end;
              y += line_height;
          }
  
      // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()
      // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)
      if (text_end - s > 10000 && !word_wrap_enabled)
      {
          const char* s_end = s;
          float y_end = y;
          while (y_end < clip_rect.w && s_end < text_end)
          {
              s_end = (const char*)memchr(s_end, '\n', text_end - s_end);
              s_end = s_end ? s_end + 1 : text_end;
              y_end += line_height;
          }
          text_end = s_end;
      }
      if (s == text_end)
          return;
  
      // 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 (ImCharIsBlankA(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; // break out of main loop
                  continue;
              }
              if (c == '\r')
                  continue;
          }
  
          float char_width = 0.0f;
          if (const ImFontGlyph* glyph = FindGlyph((ImWchar)c))
          {
              char_width = glyph->AdvanceX * 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 (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
      draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
      draw_list->IdxBuffer.Size = (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 = vtx_current_idx;
  }
  
  //-----------------------------------------------------------------------------
  // [SECTION] Internal Render Helpers
  // (progressively moved from imgui.cpp to here when they are redesigned to stop accessing ImGui global state)
  //-----------------------------------------------------------------------------
  // - RenderMouseCursor()
  // - RenderArrowPointingAt()
  // - RenderRectFilledRangeH()
  //-----------------------------------------------------------------------------
  
  void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
  {
      if (mouse_cursor == ImGuiMouseCursor_None)
          return;
      IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
  
      ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
      ImVec2 offset, size, uv[4];
      if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
      {
          pos -= offset;
          const ImTextureID tex_id = font_atlas->TexID;
          draw_list->PushTextureID(tex_id);
          draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow);
          draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow);
          draw_list->AddImage(tex_id, pos,                     pos + size*scale,                     uv[2], uv[3], col_border);
          draw_list->AddImage(tex_id, pos,                     pos + size*scale,                     uv[0], uv[1], col_fill);
          draw_list->PopTextureID();
      }
  }
  
  // Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
  void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
  {
      switch (direction)
      {
      case ImGuiDir_Left:  draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
      case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
      case ImGuiDir_Up:    draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
      case ImGuiDir_Down:  draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
      case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
      }
  }
  
  static inline float ImAcos01(float x)
  {
      if (x <= 0.0f) return IM_PI * 0.5f;
      if (x >= 1.0f) return 0.0f;
      return ImAcos(x);
      //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.
  }
  
  // FIXME: Cleanup and move code to ImDrawList.
  void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)
  {
      if (x_end_norm == x_start_norm)
          return;
      if (x_start_norm > x_end_norm)
          ImSwap(x_start_norm, x_end_norm);
  
      ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);
      ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);
      if (rounding == 0.0f)
      {
          draw_list->AddRectFilled(p0, p1, col, 0.0f);
          return;
      }
  
      rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);
      const float inv_rounding = 1.0f / rounding;
      const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
      const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
      const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
      const float x0 = ImMax(p0.x, rect.Min.x + rounding);
      if (arc0_b == arc0_e)
      {
          draw_list->PathLineTo(ImVec2(x0, p1.y));
          draw_list->PathLineTo(ImVec2(x0, p0.y));
      }
      else if (arc0_b == 0.0f && arc0_e == half_pi)
      {
          draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
          draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
      }
      else
      {
          draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL
          draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR
      }
      if (p1.x > rect.Min.x + rounding)
      {
          const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);
          const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);
          const float x1 = ImMin(p1.x, rect.Max.x - rounding);
          if (arc1_b == arc1_e)
          {
              draw_list->PathLineTo(ImVec2(x1, p0.y));
              draw_list->PathLineTo(ImVec2(x1, p1.y));
          }
          else if (arc1_b == 0.0f && arc1_e == half_pi)
          {
              draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
              draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3);  // BR
          }
          else
          {
              draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR
              draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR
          }
      }
      draw_list->PathFillConvex(col);
  }
  
  //-----------------------------------------------------------------------------
  // [SECTION] Decompression code
  //-----------------------------------------------------------------------------
  // Compressed with stb_compress() then converted to a C array and encoded as base85.
  // Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
  // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
  // Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
  //-----------------------------------------------------------------------------
  
  static unsigned int stb_decompress_length(const unsigned char *input)
  {
      return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
  }
  
  static unsigned char *stb__barrier_out_e, *stb__barrier_out_b;
  static const unsigned char *stb__barrier_in_b;
  static unsigned char *stb__dout;
  static void stb__match(const unsigned char *data, unsigned int length)
  {
      // INVERSE of memmove... write each byte before copying the next...
      IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
      if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
      if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; }
      while (length--) *stb__dout++ = *data++;
  }
  
  static void stb__lit(const unsigned char *data, unsigned int length)
  {
      IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
      if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
      if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+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 const unsigned char *stb_decompress_token(const 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 = buflen % 5552;
  
      unsigned long i;
      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, const unsigned char *i, unsigned int /*length*/)
  {
      if (stb__in4(0) != 0x57bC0000) return 0;
      if (stb__in4(4) != 0)          return 0; // error! stream is > 4GB
      const unsigned int olen = stb_decompress_length(i);
      stb__barrier_in_b = i;
      stb__barrier_out_e = output + olen;
      stb__barrier_out_b = output;
      i += 16;
  
      stb__dout = output;
      for (;;) {
          const 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;
      }
  }
  
  //-----------------------------------------------------------------------------
  // [SECTION] Default font data (ProggyClean.ttf)
  //-----------------------------------------------------------------------------
  // 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 misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
  // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
  //-----------------------------------------------------------------------------
  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;
  }
  